Advance Wars Dual Strike FAQ
Copyright Nintendo 2006
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 1.7
Dates Written: March 20th to June 25th, 2007
I dedicate this to my girlfriend Jessica Thompson. She has been a wonderful
woman with me thus far, and she continues to be an astoundingly great human
being. She has always been supportive of my gaming (not seeing it as an evil
necessity to put up with like some others), so here's to her, a beauty and my
love!
Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
it up in the afterlife as you did in this world. You will always be in my
memories, and you will never be forgotten.
-----------
Version 1.0
-----------
-Submitted FAQ on June 25th, 2007
-----------
Version 1.1
-----------
-Submitted FAQ on July 2nd, 2007
-Corrected an error in the Co section for COlin (thanks to Ahmed Luqman)
-----------
Version 1.2
-----------
-Submitted FAQ on July 20th, 2007
-Corrected an error that I had previously overlooked
-----------
Version 1.5
-----------
-Submitted FAQ on January 8th, 2008
-Added in Mistwalker and Soul Of Hachi to the Special Skills section (thanks
to Rydawg for the information)
-----------
Version 1.7
-----------
-Submitted FAQ on January 18th, 2013
-Fixed name of Koal's Super CO Power (thanks to Joshua Roy)
-Fixed Kanbei's Defensive Bonus for his Super CO Power (thanks to Tom
Chataway)
----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------
1) Introduction
2) Units
3) Terrain
4) Walkthrough
5) Commanding Officers
6) Special Skills
7) Black Hole Installations
8) Final Word
----------------------------------------------------------------------------
-------------------------------Introduction---------------------------------
----------------------------------------------------------------------------
1) With Sturm defeated and gone, it appeared that Black Hole might finally
disappear into the wilds... at least for a while. However, under a new
leader and with mostly new CO's, Black Hole has returned, this time
aiming their mighty war machine upon the people of Omega Land! That
does raise an interesting query though... how does Black Hole keep
producing such massive armies? Especially after two straight disastrous
defeats at the hands of the members of the Allied Nations (Orange Star,
Blue Moon, Yellow Comet, and Green Earth)? Play on to find out what is
going on, and enjoy what is a great expansion upon the AW universe!
----------------------------------------------------------------------------
----------------------------------Units-------------------------------------
----------------------------------------------------------------------------
2) This section will give information on each type of unit, what their
weaponry is and what units they can fight.
The stats will be based on both units being at full power (both have full
Hit Points), the Defensive Terrain being a value of 0, and this will not
take into account CO bonuses/penalties on the attacks. It should be
useful as a quick reference for offensive and defensive abilities of each
unit type. Also note that any attack listed as 0% means that the unit
type can not attack that unit type. Al so note that any defense listed
as 0% means that the unit type can not be attacked by the unit listed.
o------------------------o
| Short Range Land Units |
o------------------------o
~~~~~~~~~~~~~~
~~~~ Infantry ~~~~
~~~~~~~~~~~~~~
Cost : 1000
Movement Points : 3 (1 in mountains)
Vision : 2
Primary Weapon : None
Secondary Weapon: Machine Gun
These are the lighter foot soldiers in your army. They are only good for
fighting other Infantry and Mech units when it comes to battling, but they
are also useful for expanding your territory by capturing new cities.
===================
Attacking Abilities
===================
Infantry : 55%
Mech : 45%
Recon : 12%
APC : 14%
Anti-Air : 5%
Tank : 5%
Md Tank : 1%
Neotank : 1%
Megatank : 1%
Artillery : 15%
Rocket : 25%
Missile : 25%
Piperunner: 5%
Oozium 238: 20%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 30%
B Copter : 7%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 55%
Mech : 65%
Recon : 70%
APC : 0%
Anti-Air : 105%
Tank : 75%
Md Tank : 105%
Neotank : 125%
Megatank : 135%
Artillery : 90%
Rocket : 95%
Missile : 0%
Piperunner: 95%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 95%
T Copter : 0%
B Copter : 75%
Stealth : 90%
Fighter : 0%
Bomber : 110%
~~~~~~~~~~
~~~~ Mech ~~~~
~~~~~~~~~~
Cost : 3000
Movement Points : 2 (2 in mountains)
Vision : 2
Primary Weapon : Bazooka (3 Rounds)
Secondary Weapon: Machine Gun
Mechs move slightly slower than other foot soldier counterparts, but this is
due to their Primary Weapon the Bazooka. They have 3 rounds of the tank
missile ammo before running dry, which means they will use their secondary
weapon (Machine Gun) for all battles. They are slightly more powerful than
Infantry with the Machine Gun in battle, and they can stand against Tanks
and Recon units fairly well.
===================
Attacking Abilities
===================
Infantry : 65%
Mech : 55%
Recon : 85% (18% without Bazooka)
APC : 75% (20% without Bazooka)
Anti-Air : 65% ( 6% without Bazooka)
Tank : 55% ( 6% without Bazooka)
Md Tank : 15% ( 1% without Bazooka)
Neotank : 15% ( 1% without Bazooka)
Megatank : 5% ( 1% without Bazooka)
Artillery : 70% (32% without Bazooka)
Rocket : 85% (35% without Bazooka)
Missile : 85% (32% without Bazooka)
Piperunner: 55% ( 6% without Bazooka)
Oozium 238: 30% (20% without Bazooka)
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 35%
B Copter : 9%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 45%
Mech : 55%
Recon : 65%
APC : 0%
Anti-Air : 105%
Tank : 70%
Md Tank : 95%
Neotank : 115%
Megatank : 125%
Artillery : 85%
Rocket : 90%
Missile : 0%
Piperunner: 90%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 90%
T Copter : 0%
B Copter : 75%
Stealth : 90%
Fighter : 0%
Bomber : 110%
~~~~~~~~~~~
~~~~ Recon ~~~~
~~~~~~~~~~~
Cost : 4000
Movement Points : 8 (3 per non-Road surface)
Vision : 5
Primary Weapon : None
Secondary Weapon: Machine Gun
These guys are essentially Infantry with wheels. They have high-powered
Machine guns for weapons, so they are ideal for taking on foot soldiers.
Add in the fact that their vision is so great (a real asset in Fog Of War
situations), and you have a unique and useful unit. However, these
fellows can not capture cities or traverse across non-Road areas quickly,
so be wary of this when moving out with them.
===================
Attacking Abilities
===================
Infantry : 70%
Mech : 65%
Recon : 35%
APC : 45%
Anti-Air : 4%
Tank : 6%
Md Tank : 1%
Neotank : 1%
Megatank : 1%
Artillery : 45%
Rocket : 55%
Missile : 28%
Piperunner: 6%
Oozium 238: 20%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 35%
B Copter : 10%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 12%
Mech : 85% (18% without Bazooka)
Recon : 35%
APC : 0%
Anti-Air : 60%
Tank : 85% (40% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (65% without Cannon)
Megatank : 195% (65% without MegaCannon)
Artillery : 80%
Rocket : 90%
Missile : 0%
Piperunner: 90%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 90%
T Copter : 0%
B Copter : 55%
Stealth : 85%
Fighter : 0%
Bomber : 105%
~~~~~~~~~
~~~~ APC ~~~~
~~~~~~~~~
Cost : 5000
Movement Points : 6
Vision : 1
Primary Weapon : None
Secondary Weapon: None
No weaponry for this baby as the APC (Armored Personnel Carrier) is intended
for primary use as a transport for foot soldiers.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 14%
Mech : 75% (20% without Bazooka)
Recon : 45%
APC : 0%
Anti-Air : 50%
Tank : 75% (45% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (45% without Cannon)
Megatank : 195% (65% without MegaCannon)
Artillery : 70%
Rocket : 80%
Missile : 0%
Piperunner: 80%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 80%
T Copter : 0%
B Copter : 60% (20% without Missile)
Stealth : 85%
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~~
~~~~ Anti-Air ~~~~
~~~~~~~~~~~~~~
Cost : 8000
Movement Points : 6
Vision : 2
Primary Weapon : Vulcan (9 Rounds)
Secondary Weapon: None
These treaded terrors are a fairly good investment as they can take down any
flying units Hit points super fast. They also have great success against foot
soldiers and moderate success against lighter armored vehicles. They are
susceptible to explosive rounds though, so be especially wary of the Tanks in
the game.
===================
Attacking Abilities
===================
Infantry : 105%
Mech : 105%
Recon : 60%
APC : 50%
Anti-Air : 45%
Tank : 25%
Md Tank : 10%
Neotank : 5%
Megatank : 1%
Artillery : 50%
Rocket : 55%
Missile : 55%
Piperunner: 25%
Oozium 238: 30%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 105%
B Copter : 105%
Stealth : 75%
Fighter : 65%
Bomber : 75%
===================
Defending Abilities
===================
Infantry : 5%
Mech : 65% ( 6% without Bazooka)
Recon : 4%
APC : 0%
Anti-Air : 45%
Tank : 65% ( 6% without Cannon)
Md Tank : 105% ( 7% without Cannon)
Neotank : 115% (17% without Cannon)
Megatank : 195% (17% without MegaCannon)
Artillery : 75%
Rocket : 85%
Missile : 0%
Piperunner: 85%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 85%
T Copter : 0%
B Copter : 25% ( 6% without Missile)
Stealth : 50%
Fighter : 0%
Bomber : 95%
~~~~~~~~~~
~~~~ Tank ~~~~
~~~~~~~~~~
Cost : 7000
Movement Points : 6
Vision : 3
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: Machine Gun
These are the weakest of the Tank family, but they still deal decent damage
to other Tanks and lightly armored units (like Recon and Anti-Air units).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Recon's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly cheap hard hitter that
is fairly susceptible to explosive rounds.
===================
Attacking Abilities
===================
Infantry : 75%
Mech : 70%
Recon : 85% (40% without Cannon)
APC : 75% (45% without Cannon)
Anti-Air : 65% ( 6% without Cannon)
Tank : 55% ( 6% without Cannon)
Md Tank : 15% ( 1% without Cannon)
Neotank : 15% ( 1% without Cannon)
Megatank : 10% ( 1% without Cannon)
Artillery : 70% (45% without Cannon)
Rocket : 80% (55% without Cannon)
Missile : 80% (30% without Cannon)
Piperunner: 55% ( 6% without Cannon)
Oozium 238: 20% (20% without Cannon)
Lander : 10% ( 0% without Cannon)
Black Boat: 10% ( 0% without Cannon)
Cruiser : 5% ( 0% without Cannon)
Submarine : 1% ( 0% without Cannon) (only if Sub is on the surface)
Carrier : 1% ( 0% without Cannon)
Battleship: 1% ( 0% without Cannon)
T Copter : 40%
B Copter : 10%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 5%
Mech : 55% ( 6% without Bazooka)
Recon : 6%
APC : 0%
Anti-Air : 25%
Tank : 55% ( 6% without Cannon)
Md Tank : 85% ( 8% without Cannon)
Neotank : 105% (10% without Cannon)
Megatank : 180% (10% without MegaCannon)
Artillery : 70%
Rocket : 80%
Missile : 0%
Piperunner: 80%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 80%
T Copter : 0%
B Copter : 55% ( 6% without Missile)
Stealth : 75%
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~
~~~~ Md Tank ~~~~
~~~~~~~~~~~~~
Cost : 16000
Movement Points : 5
Vision : 1
Primary Weapon : Cannon (8 Rounds)
Secondary Weapon: Machine Gun
These are the middle of the Tank family power wise, they pack harsh damage
to anything with metal coating 9exceptions being sea vessels and Neotanks).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Tank's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly expensive hard hitter
that is only susceptible to long range attackers as well as Md Tanks or
Neotanks.
===================
Attacking Abilities
===================
Infantry : 105%
Mech : 95%
Recon : 105% (45% without Cannon)
APC : 105% (45% without Cannon)
Anti-Air : 105% (10% without Cannon)
Tank : 85% ( 8% without Cannon)
Md Tank : 55% ( 1% without Cannon)
Neotank : 45% ( 1% without Cannon)
Megatank : 25% ( 1% without Cannon)
Artillery : 105% (45% without Cannon)
Rocket : 105% (55% without Cannon)
Missile : 105% (35% without Cannon)
Piperunner: 85% ( 8% without Cannon)
Oozium 238: 30% (20% without Cannon)
Lander : 35% ( 0% without Cannon)
Black Boat: 35% ( 0% without Cannon)
Cruiser : 30% ( 0% without Cannon)
Submarine : 10% ( 0% without Cannon) (only if Sub is on the surface)
Carrier : 10% ( 0% without Cannon)
Battleship: 10% ( 0% without Cannon)
T Copter : 45%
B Copter : 12%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 1%
Mech : 15% ( 1% without Cannon)
Recon : 1%
APC : 0%
Anti-Air : 10%
Tank : 1%
Md Tank : 55% ( 1% without Cannon)
Neotank : 75% ( 1% without Cannon)
Megatank : 125% ( 1% without MegaCannon)
Artillery : 45%
Rocket : 55%
Missile : 0%
Piperunner: 55%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 55%
T Copter : 0%
B Copter : 25% ( 1% without Missile)
Stealth : 70%
Fighter : 0%
Bomber : 95%
~~~~~~~~~~~~~
~~~~ Neotank ~~~~
~~~~~~~~~~~~~
Cost : 22000
Movement Points : 6
Vision : 1
Primary Weapon : New Cannon (9 Rounds)
Secondary Weapon: Machine gun
Neotanks are near the top of the line in power for land units, dealing
incredible damage to almost everything they fire on. They also boast
superior movement range, making them fast striking foes that can wield their
terror both far and fear the front lines.
===================
Attacking Abilities
===================
Infantry : 125%
Mech : 115%
Recon : 125% (65% without Cannon)
APC : 125% (45% without Cannon)
Anti-Air : 115% (17% without Cannon)
Tank : 105% (10% without Cannon)
Md Tank : 75% ( 1% without Cannon)
Neotank : 55% ( 1% without Cannon)
Megatank : 35% ( 1% without Cannon)
Artillery : 115% (65% without Cannon)
Rocket : 125% (75% without Cannon)
Missile : 125% (55% without Cannon)
Piperunner: 105% (10% without Cannon)
Oozium 238: 35% (20% without Cannon)
Lander : 50% ( 0% without Cannon)
Black Boat: 40% ( 0% without Cannon)
Cruiser : 30% ( 0% without Cannon)
Submarine : 15% ( 0% without Cannon) (only if Sub is on the surface)
Carrier : 15% ( 0% without Cannon)
Battleship: 15% ( 0% without Cannon)
T Copter : 55%
B Copter : 22%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 1%
Mech : 15% ( 1% without Bazooka)
Recon : 1%
APC : 0%
Anti-Air : 5%
Tank : 15% ( 1% without Cannon)
Md Tank : 45% ( 1% without Cannon)
Neotank : 55% ( 1% without Cannon)
Megatank : 115% ( 1% without MegaCannon)
Artillery : 40%
Rocket : 50%
Missile : 0%
Piperunner: 50%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Battleship: 50%
T Copter : 0%
B Copter : 20%
Stealth : 60%
Fighter : 0%
Bomber : 90%
~~~~~~~~~~~~~~
~~~~ Megatank ~~~~
~~~~~~~~~~~~~~
Cost : 28000
Movement Points : 4
Vision : 1
Primary Weapon : MegaCannon (3 Rounds)
Secondary Weapon: Machine gun
An invention of Green Earth's CO's, this monstrosity packs an INCREDIBLE
primary weapon in the MegaCannon! It is capable of hammering anything into
a smoking pile, and it also boasts incredibly thick and durable armor.
However, due to the massive size of the shells, only 3 MegaCannon rounds can
be stored in the tank's body, and the massive armor makes the gas hold in
the vehicle very small, meaning that though this tank is powerful, it needs
to be supported constantly or it will soon be running on fumes and secondary
machine gun fire. It also lacks large moving range, which is again due to
the over-armored nature of the vehicle.
===================
Attacking Abilities
===================
Infantry : 135%
Mech : 125%
Recon : 195% (65% without MegaCannon)
APC : 195% (65% without MegaCannon)
Anti-Air : 195% (17% without MegaCannon)
Tank : 180% (10% without MegaCannon)
Md Tank : 125% ( 1% without MegaCannon)
Neotank : 115% ( 1% without MegaCannon)
Megatank : 65% ( 1% without MegaCannon)
Artillery : 195% (65% without MegaCannon)
Rocket : 195% (75% without MegaCannon)
Missile : 195% (55% without MegaCannon)
Piperunner: 180% (10% without MegaCannon)
Oozium 238: 45% (30% without MegaCannon)
Lander : 75% ( 0% without MegaCannon)
Black Boat: 105% ( 0% without MegaCannon)
Cruiser : 65% ( 0% without MegaCannon)
Submarine : 45% ( 0% without MegaCannon) (only if Sub is on the surface)
Carrier : 45% ( 0% without MegaCannon)
Battleship: 45% ( 0% without MegaCannon)
T Copter : 55%
B Copter : 22%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 1%
Mech : 5% ( 1% without Bazooka)
Recon : 1%
APC : 0%
Anti-Air : 1%
Tank : 10% ( 1% without Cannon)
Md Tank : 25% ( 1% without Cannon)
Neotank : 35% ( 1% without Cannon)
Megatank : 65% ( 1% without MegaCannon)
Artillery : 15%
Rocket : 25%
Missile : 0%
Piperunner: 25%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Battleship: 25%
T Copter : 0%
B Copter : 10%
Stealth : 15%
Fighter : 0%
Bomber : 35%
~~~~~~~~~~~~~~~~
~~~~ Oozium 238 ~~~~
~~~~~~~~~~~~~~~~
Cost : Cannot be deployed
Movement Points : 1
Vision : 1
Primary Weapon : None
Secondary Weapon: None
This byproduct of Black Hole's schemes is a slowly moving mess that seems
innocent enough... until it gets up close. It has the capability to absorb
and destroy ANY unit in one movement, regardless of the target unit type and
how healthy the Oozium may be. They also boats great defense against
indirect attacks, meaning that only close up attacks will be able to
dissipate the pooled gelatinous mass.
===================
Attacking Abilities
===================
Infantry : 999%
Mech : 999%
Recon : 999%
APC : 999%
Anti-Air : 999%
Tank : 999%
Md Tank : 999%
Neotank : 999%
Megatank : 999%
Artillery : 999%
Rocket : 999%
Missile : 999%
Piperunner: 999%
Oozium 238: 999%
Lander : 999%
Black Boat: 999%
Cruiser : 999%
Submarine : 999%
Carrier : 999%
Battleship: 999%
T Copter : 999%
B Copter : 999%
Stealth : 999%
Fighter : 999%
Bomber : 999%
===================
Defending Abilities
===================
Infantry : 20%
Mech : 30% (20% without Bazooka)
Recon : 20%
APC : 0%
Anti-Air : 30%
Tank : 20% (20% without Cannon)
Md Tank : 30% (20% without Cannon)
Neotank : 35% (20% without Cannon)
Megatank : 45% (30% without MegaCannon)
Artillery : 5%
Rocket : 15%
Missile : 0%
Piperunner: 15%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Battleship: 20%
T Copter : 0%
B Copter : 25% (20% without Missile)
Stealth : 30%
Fighter : 0%
Bomber : 35%
o-----------------------o
| Long Range Land Units |
o-----------------------o
~~~~~~~~~~~~~~~
~~~~ Artillery ~~~~
~~~~~~~~~~~~~~~
Cost : 6000
Movement Points : 5
Vision : 1
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: None
A rather inexpensive long range attacker, it can fire on any enemy (excluding
air units) within the range of 2-3 spaces. It deal fairly heavy damage, even
to armored vehicles.
===================
Attacking Abilities
===================
Infantry : 90%
Mech : 85%
Recon : 80%
APC : 70%
Anti-Air : 75%
Tank : 70%
Md Tank : 45%
Neotank : 40%
Megatank : 15%
Artillery : 50%
Rocket : 80%
Missile : 80%
Piperunner: 70%
Oozium 238: 5%
Lander : 55%
Black Boat: 55%
Cruiser : 50%
Submarine : 60% (only if Sub is on the surface)
Carrier : 45%
Battleship: 40%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 15%
Mech : 70% (32% without Bazooka)
Recon : 45%
APC : 0%
Anti-Air : 50%
Tank : 70% (45% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (65% without Cannon)
Megatank : 195% (65% without MegaCannon)
Artillery : 75%
Rocket : 80%
Missile : 0%
Piperunner: 80%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 80%
T Copter : 0%
B Copter : 65% (25% without Missile)
Stealth : 75%
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~
~~~~ Rocket ~~~~
~~~~~~~~~~~~
Cost : 15000
Movement Points : 5 (3 per non-Road surface)
Vision : 1
Primary Weapon : Rockets (6 Rounds)
Secondary Weapon: None
An expensive but deadly long range attacker, it can fire on any enemy
(excluding air units) within the range of 3-5 spaces. It deals spectacular
damage, even to the toughest of armored vehicles.
===================
Attacking Abilities
===================
Infantry : 95%
Mech : 90%
Recon : 90%
APC : 80%
Anti-Air : 85%
Tank : 80%
Md Tank : 55%
Neotank : 50%
Megatank : 25%
Artillery : 80%
Rocket : 85%
Missile : 90%
Piperunner: 80%
Oozium 238: 15%
Lander : 60%
Black Boat: 60%
Cruiser : 60%
Submarine : 85% (only if Sub is on the surface)
Carrier : 60%
Battleship: 55%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 25%
Mech : 85% (35% without Bazooka)
Recon : 55%
APC : 0%
Anti-Air : 55%
Tank : 85% (55% without Cannon)
Md Tank : 105% (55% without Cannon)
Neotank : 125% (75% without Cannon)
Megatank : 195% (75% without MegaCannon)
Artillery : 80%
Rocket : 85%
Missile : 0%
Piperunner: 85%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 85%
T Copter : 0%
B Copter : 65% (35% without Missile)
Stealth : 85%
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~
~~~~ Missile ~~~~
~~~~~~~~~~~~~
Cost : 12000
Movement Points : 4 (3 per non-Road surface)
Vision : 5
Primary Weapon : Missiles (6 Rounds)
Secondary Weapon: None
An expensive but deadly long range attacker, it can fire on any air unit
within the range of 3-5 spaces. It deals spectacular damage, even
destroying all air units with full Hit Points in a single volley (barring CO
stat alterations).
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 115%
B Copter : 115%
Stealth : 100%
Fighter : 100%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 25%
Mech : 85% (35% without Bazooka)
Recon : 28%
APC : 0%
Anti-Air : 55%
Tank : 85% (35% without Cannon)
Md Tank : 105% (35% without Cannon)
Neotank : 125% (55% without Cannon)
Megatank : 195% (55% without MegaCannon)
Artillery : 80%
Rocket : 90%
Missile : 0%
Piperunner: 90%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 90%
T Copter : 0%
B Copter : 65% (35% without Missile)
Stealth : 85%
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~~~~
~~~~ Piperunner ~~~~
~~~~~~~~~~~~~~~~
Cost : 20000
Movement Points : 9 (only movable along pipes)
Vision : 4
Primary Weapon : Pipe Cannon (9 Rounds)
Secondary Weapon: None
This Black Hole invention can be taken away by finding their hidden base and
wining the battle there. Although restricted to movement along pipelines
(meaning it is only movable in a few levels) and camping on factories, it is
a unique weapon that can only be directly attacked from one space as the
enemy can not drive onto the pipe. Much like Rockets it can hit targets as
far away as 5 spaces, but unlike Rockets it can hit any target as close 2
spaces and it can also fire upon any unit in the field, including air
units.
===================
Attacking Abilities
===================
Infantry : 95%
Mech : 90%
Recon : 90%
APC : 80%
Anti-Air : 85%
Tank : 80%
Md Tank : 55%
Neotank : 50%
Megatank : 25%
Artillery : 80%
Rocket : 85%
Missile : 90%
Piperunner: 80%
Oozium 238: 15%
Lander : 60%
Black Boat: 60%
Cruiser : 60%
Submarine : 85% (only if Sub is on the surface)
Carrier : 60%
Battleship: 55%
T Copter : 105%
B Copter : 105%
Stealth : 75%
Fighter : 65%
Bomber : 75%
===================
Defending Abilities
===================
Infantry : 5%
Mech : 55%
Recon : 6%
APC : 0%
Anti-Air : 25%
Tank : 55% ( 6% without Cannon)
Md Tank : 85% ( 8% without Cannon)
Neotank : 105% (10% without Cannon)
Megatank : 180% (10% without MegaCannon)
Artillery : 70%
Rocket : 80%
Missile : 0%
Piperunner: 80%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 80%
T Copter : 0%
B Copter : 55% ( 6% without Missile)
Stealth : 80%
Fighter : 0%
Bomber : 105%
o-------------o
| Water Units |
o-------------o
~~~~~~~~~~~~
~~~~ Lander ~~~~
~~~~~~~~~~~~
Cost : 12000
Movement Points : 7
Vision : 1
Primary Weapon : None
Secondary Weapon: None
No weaponry here as the Lander is intended solely for transporting land
units from one shore to another. It can transport up to two units at a
time, but it can only land on a shore where there are Shallows or at a Port
(does not need to be under your control).
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 10% ( 0% without Cannon)
Md Tank : 35% ( 0% without Cannon)
Neotank : 50% ( 0% without Cannon)
Megatank : 75% ( 0% without MegaCannon)
Artillery : 55%
Rocket : 60%
Missile : 0%
Piperunner: 60%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 25%
Submarine : 95%
Carrier : 0%
Battleship: 95%
T Copter : 0%
B Copter : 25%
Stealth : 65%
Fighter : 0%
Bomber : 85%
~~~~~~~~~~~~~~~~
~~~~ Black Boat ~~~~
~~~~~~~~~~~~~~~~
Cost : 7500
Movement Points : 7
Vision : 1
Primary Weapon : None
Secondary Weapon: None
Similar to the Lander in that it can transfer two units at a time, due to
it's lighter power it can only take Infantry or Mech units (the same rules
of shore/ports as only pick-up and drop-off spots apply). The real draw of
this unit though is that it can repair damage to any unit by 1 Hit Point
immediately after moving, making it an ideal unit to mass produce to keep
the war machine healthy. Note that they do not re0supply spent units
though.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 10% ( 0% without Cannon)
Md Tank : 35% ( 0% without Cannon)
Neotank : 40% ( 0% without Cannon)
Megatank : 105% ( 0% without MegaCannon)
Artillery : 55%
Rocket : 60%
Missile : 0%
Piperunner: 60%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 25%
Submarine : 95%
Carrier : 0%
Battleship: 95%
T Copter : 0%
B Copter : 25% ( 0% without Missile)
Stealth : 65%
Fighter : 0%
Bomber : 95%
~~~~~~~~~~~~~
~~~~ Cruiser ~~~~
~~~~~~~~~~~~~
Cost : 18000
Movement Points : 7
Vision : 3
Primary Weapon : Missiles (9 Rounds)
Secondary Weapon: Anti-Air Gun
A jack-of-all-trades on the sea, this vessel is very adept at bringing down
Submarines (using the Primary Weapon) and air force units (really effective
on both Helicopter types and fair against all three Plane types). It can
also carry up to two Helicopters (both types) on its deck at one time.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 95%
Black Boat: 95%
Cruiser : 25%
Submarine : 90%
Carrier : 5%
Battleship: 5%
T Copter : 105%
B Copter : 105%
Stealth : 100%
Fighter : 85%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 10% ( 0% without Cannon)
Md Tank : 30% ( 0% without Cannon)
Neotank : 30% ( 0% without Cannon)
Megatank : 65% ( 0% without MegaCannon)
Artillery : 65%
Rocket : 85%
Missile : 0%
Piperunner: 60%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 25%
Submarine : 25%
Carrier : 0%
Battleship: 95%
T Copter : 0%
B Copter : 55%
Stealth : 35%
Fighter : 0%
Bomber : 85%
~~~~~~~~~~~~~~~
~~~~ Submarine ~~~~
~~~~~~~~~~~~~~~
Cost : 20000
Movement Points : 6
Vision : 5
Primary Weapon : Torpedoes (6 Rounds)
Secondary Weapon: None
Subs can fire on naval units only, and they do very poorly against Cruisers
while great against other Subs and Battleships. They will burn either one
unit of fuel (on the surface) or five units of fuel (submerged) at the
beginning of each turn. However, submerged Subs can not be detected by
units unless they are right beside the unit.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 95%
Black Boat: 95%
Cruiser : 25%
Submarine : 55%
Carrier : 75%
Battleship: 55%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 1% ( 0% without Cannon) (only if Sub is on the surface)
Md Tank : 10% ( 0% without Cannon) (only if Sub is on the surface)
Neotank : 15% ( 0% without Cannon) (only if Sub is on the surface)
Megatank : 45% ( 0% without MegaCannon) (only if Sub is on the surface)
Artillery : 60% (only if Sub is on the surface)
Rocket : 85% (only if Sub is on the surface)
Missile : 0%
Piperunner: 85% (only if Sub is on the surface)
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 90%
Submarine : 55%
Carrier : 0%
Battleship: 95% (only if Sub is on the surface)
T Copter : 0%
B Copter : 25% (only if Sub is on the surface)
Stealth : 55% (only if Sub is on the surface)
Fighter : 0%
Bomber : 95% (only if Sub is on the surface)
~~~~~~~~~~~~~
~~~~ Carrier ~~~~
~~~~~~~~~~~~~
Cost : 30000
Movement Points : 5
Vision : 4
Primary Weapon : Missile (9 Rounds)
Secondary Weapon: None
The Aircraft Carrier is a real terror versus air units, ripping them all
down from the skies (if they are within 3-8 spaces) with their vaunted
Missile attacks. However, they also serve as a landing pad for any air
unit, holding two at a time and they will also re-supply any unit that stays
on board until the next turn.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 115%
B Copter : 115%
Stealth : 100%
Fighter : 100%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 1% ( 0% without Cannon)
Md Tank : 10% ( 0% without Cannon)
Neotank : 15% ( 0% without Cannon)
Megatank : 45% ( 0% without MegaCannon)
Artillery : 45%
Rocket : 60%
Missile : 0%
Piperunner: 60%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 5%
Submarine : 75%
Carrier : 0%
Battleship: 60%
T Copter : 0%
B Copter : 25% ( 0% without Missile)
Stealth : 45%
Fighter : 0%
Bomber : 95%
~~~~~~~~~~~~~~~~
~~~~ Battleship ~~~~
~~~~~~~~~~~~~~~~
Cost : 28000
Movement Points : 6
Vision : 2
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: None
A floating armada of pain, these Cannons can attack any unit (except air
units) within a range of 2-6 spaces. They deliver devastating damage to
even the largest of units and they have the potential to wipe out a lot of
units in a hurry.
===================
Attacking Abilities
===================
Infantry : 95%
Mech : 90%
Recon : 90%
APC : 80%
Anti-Air : 85%
Tank : 80%
Md Tank : 55%
Neotank : 50%
Megatank : 25%
Artillery : 80%
Rocket : 85%
Missile : 90%
Piperunner: 80%
Oozium 238: 20%
Lander : 95%
Black Boat: 95%
Cruiser : 95%
Submarine : 95% (only if Sub is on the surface)
Carrier : 60%
Battleship: 50%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 1% ( 0% without Cannon)
Md Tank : 10% ( 0% without Cannon)
Neotank : 15% ( 0% without Cannon)
Megatank : 45% ( 0% without MegaCannon)
Artillery : 40%
Rocket : 55%
Missile : 0%
Piperunner: 55%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 5%
Submarine : 55%
Carrier : 0%
Battleship: 50%
T Copter : 0%
B Copter : 25%
Stealth : 45%
Fighter : 0%
Bomber : 75%
o-----------o
| Air Units |
o-----------o
~~~~~~~~~~~~~~
~~~~ T Copter ~~~~
~~~~~~~~~~~~~~
Cost : 5000
Movement Points : 6
Vision : 2
Primary Weapon : None
Secondary Weapon: None
The "T" is for Transport, and that is what this whirlybird does for your
forces. It can carry one foot soldier at a time and it can load/unload
only when it is over solid ground itself. Useful for sneaking by the
front lines to snake a property or even the Enemy Headquarters.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 30%
Mech : 35%
Recon : 35%
APC : 0%
Anti-Air : 120%
Tank : 40%
Md Tank : 45%
Neotank : 55%
Megatank : 55%
Artillery : 0%
Rocket : 0%
Missile : 120%
Piperunner: 105%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 105%
Submarine : 0%
Carrier : 115%
Battleship: 0%
T Copter : 0%
B Copter : 95%
Stealth : 95%
Fighter : 100%
Bomber : 0%
~~~~~~~~~~~~~~
~~~~ B Copter ~~~~
~~~~~~~~~~~~~~
Cost : 9000
Movement Points : 6
Vision : 3
Primary Weapon : Missiles (6 Rounds)
Secondary Weapon: Machine Gun
A real nice addition to your armies, B Copters can use their Missiles to
fight armored foes and they can use their Machine Guns to take down other
units. They can really hurt Infantry, Mech, B Copters, and Tanks or lower
in the armored units. However, they are quite weak to any Anti-Air units
and they should be used as support attackers instead of being your front
line attackers. They do not do well vs. Navy (except Cruisers) and they
can attack Helicopters only in the air (both kinds, but very well).
===================
Attacking Abilities
===================
Infantry : 75%
Mech : 75%
Recon : 55% (30% without Missile)
APC : 60% (20% without Missile)
Anti-Air : 25% ( 6% without Missile)
Tank : 55% ( 6% without Missile)
Md Tank : 25% ( 1% without Missile)
Neotank : 20% ( 1% without Missile)
Megatank : 10% ( 1% without Missile)
Artillery : 65% (25% without Missile)
Rocket : 65% (35% without Missile)
Missile : 65% (35% without Missile)
Piperunner: 55% ( 6% without Missile)
Oozium 238: 25% (20% without Missile)
Lander : 25% ( 0% without Missile)
Black Boat: 25% ( 0% without Missile)
Cruiser : 55% ( 0% without Missile)
Submarine : 25% ( 0% without Missile) (only if Sub is on the surface)
Carrier : 25% ( 0% without Missile)
Battleship: 25% ( 0% without Missile)
T Copter : 95%
B Copter : 65%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 7%
Mech : 9%
Recon : 10%
APC : 0%
Anti-Air : 120%
Tank : 10%
Md Tank : 12%
Neotank : 22%
Megatank : 22%
Artillery : 0%
Rocket : 0%
Missile : 120%
Piperunner: 105%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 105%
Submarine : 0%
Carrier : 115%
Battleship: 0%
T Copter : 0%
B Copter : 65%
Stealth : 85%
Fighter : 100%
Bomber : 0%
~~~~~~~~~~~~~
~~~~ Stealth ~~~~
~~~~~~~~~~~~~
Cost : 24000
Movement Points : 6
Vision : 4
Primary Weapon : OmniMissile (6 Rounds)
Secondary Weapon: None
A versatile fighter, it is capable of damaging all land, sea, and air units,
though it has to engage them directly in battle. They also boast the great
capability of being able to cloak themselves, only being vulnerable to
attack from other Stealths and Fighter units, but is comes at the cost of
burning 8 units of fuel (as opposed to the traditional 5 units), so an APC
or a Carrier is a must for this unit to have any longevity on the
battlefield.
===================
Attacking Abilities
===================
Infantry : 90%
Mech : 90%
Recon : 85%
APC : 85%
Anti-Air : 50%
Tank : 75%
Md Tank : 70%
Neotank : 60%
Megatank : 15%
Artillery : 75%
Rocket : 85%
Missile : 85%
Piperunner: 80%
Oozium 238: 30%
Lander : 65%
Black Boat: 65%
Cruiser : 35%
Submarine : 55% (only if Sub is on the surface)
Carrier : 45%
Battleship: 45%
T Copter : 95%
B Copter : 85%
Stealth : 55%
Fighter : 45%
Bomber : 70%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 75%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 100%
Piperunner: 75%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 100%
Submarine : 0%
Carrier : 100%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 55%
Fighter : 85%
Bomber : 0%
~~~~~~~~~~~~~
~~~~ Fighter ~~~~
~~~~~~~~~~~~~
Cost : 20000
Movement Points : 9
Vision : 2
Primary Weapon : Missiles (9 Rounds)
Secondary Weapon: None
Purely an air unit fighter, these guys are made to stop charging Helicopters
in one volley of Missiles, as well as badly crippling other Fighters,
Stealths and Bombers. Expensive to deploy, they can be taken down but
Anti-Air units and Missiles fairly easily, so keep an eye out for those
units when moving. Still a useful unit to have, especially when the enemy
likes to bring the air units after your forces repeatedly.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Piperunner: 0%
Oozium 238: 0%
Lander : 0%
Black Boat: 0%
Cruiser : 0%
Submarine : 0%
Carrier : 0%
Battleship: 0%
T Copter : 100%
B Copter : 100%
Stealth : 85%
Fighter : 55%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 65%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 100%
Piperunner: 65%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 55%
Submarine : 0%
Carrier : 100%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 45%
Fighter : 55%
Bomber : 0%
~~~~~~~~~~~~
~~~~ Bomber ~~~~
~~~~~~~~~~~~
Cost : 22000
Movement Points : 7
Vision : 2
Primary Weapon : Bombs (9 Rounds)
Secondary Weapon: None
A devastating sight to any ground unit that hears their jet engines whine as
it approaches, these behemoths can only be fired on by a select few units as
they bring their hard hitting payload. Anti-Air and Missiles are the only
ground units that can fire on them, Cruisers are on the only sea units to
fire on them, and Fighters as well as Stealths are the only air units to
fire on them. However, Bombers are an excellent way to remove heavily
armored land units and they are worth the price that they boast.
===================
Attacking Abilities
===================
Infantry : 110%
Mech : 110%
Recon : 105%
APC : 105%
Anti-Air : 95%
Tank : 105%
Md Tank : 95%
Neotank : 90%
Megatank : 35%
Artillery : 105%
Rocket : 105%
Missile : 105%
Piperunner: 105%
Oozium 238: 35%
Lander : 95%
Black Boat: 95%
Cruiser : 85%
Submarine : 95% (only if Sub is on the surface)
Carrier : 75%
Battleship: 75%
T Copter : 0%
B Copter : 0%
Stealth : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 75%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 100%
Piperunner: 75%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 65%
Submarine : 0%
Carrier : 100%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 70%
Fighter : 100%
Bomber : 0%
~~~~~~~~~~~~~~~~
~~~~ Black Bomb ~~~~
~~~~~~~~~~~~~~~~
Cost : 25000
Movement Points : 9
Vision : 1
Primary Weapon : None
Secondary Weapon: None
Another Black Hole creation that must have the pans stolen from a lab map,
this monster will not stay in the air long, and after one attack it will
no longer exist. However, when it does attack it will remove FIVE Hit
Points from every unit within range (friend or foe), though it can not
destroy any unit (if they have five or less Hit Points, then that unit will
be reduced to 1 Hit Point). The only units that can destroy a Black Bomb
before it attacks are as follows: Anti-Air, Missiles, Piperunner, Cruiser,
Carrier, Stealth, and Fighter. Although they are expensive to deploy, a
well utilized and placed strike can knock an entire strike force of an army
into disarray, or even open a portion of the enemy defenses to a break
through opportunity.
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 120%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Megatank : 0%
Artillery : 0%
Rocket : 0%
Missile : 120%
Piperunner: 120%
Oozium 238: 999%
Lander : 0%
Black Boat: 0%
Cruiser : 120%
Submarine : 0%
Carrier : 120%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Stealth : 120%
Fighter : 120%
Bomber : 0%
----------------------------------------------------------------------------
---------------------------------Terrain------------------------------------
----------------------------------------------------------------------------
3) This section will give you the heads up on how to use the terrain to your
advantage when battling the opposition.
o------------o
| Land Types |
o------------o
~~~~~~~~~~
~~~~ Road ~~~~
~~~~~~~~~~
Defense Rating: 0
Since there is no cover when using the road, your units are extremely
vulnerable to damage. However, it is the best movement place for wheeled
vehicles.
~~~~~~~~~~~~
~~~~ Plains ~~~~
~~~~~~~~~~~~
Defense Rating: 1
With minimal cover, your troops will still be rather open to being hit hard
by the opposition. Wheeled vehicles will use two movement points per Plain
crossed.
~~~~~~~~~~~~
~~~~ Forest ~~~~
~~~~~~~~~~~~
Defense Rating: 2
The trees afford the unit residing within some coverage from fire. Wheeled
vehicles use 3 movement points through these woods.
~~~~~~~~~~
~~~~ City ~~~~
~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a City and still take very
little damage. If the City is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged.
~~~~~~~~~
~~~~ Lab ~~~~
~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a City and still take very
little damage.
~~~~~~~~~~
~~~~ Base ~~~~
~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a Base and still take very
little damage. If the Base is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a ground unit). Also,
if the Base is unoccupied by an unit, you can purchase a new ground unit to
appear there.
~~~~~~~~~~~~~
~~~~ Airport ~~~~
~~~~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding an Airport and still take very
little damage. If the Airport is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is an air unit). Also, if
the Airport is unoccupied by a unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Port ~~~~
~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a Port and still take very
little damage. If the Port is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a water unit). Also, if
the Airport is unoccupied by an unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Silo ~~~~
~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a Silo and still take very
little damage. A great attacking building, it can be fired (only one time
though) by an Infantry or a Mech. They have unlimited range and a large
splash damage area, but both sides in the conflict can be hurt by it.
~~~~~~~~~~~
~~~~ Tower ~~~~
~~~~~~~~~~~
Defense Rating: 3
A unit can take a good beating while holding a Tower and still take very
little damage. These new building in the Advance Wars universe allow for a
country to get a +10% Offense boost for every one of these that they have in
their possession, but they can not repair or resupply any units.
~~~~~~~~~~~~~~~~~~
~~~~ Headquarters ~~~~
~~~~~~~~~~~~~~~~~~
Defense Rating: 4
A unit can take a good beating while holding Headquarters and still take
very little damage. This building is the nerve centre of each army, and if
it is captured, the side that lost their Headquarters loses the battle. If
the Headquarters is controlled by that unit, at the start of their next turn
they will be re-supplied and have up to 2 Hit Points recovered if they are
damaged.
~~~~~~~~~~~~~~
~~~~ Mountain ~~~~
~~~~~~~~~~~~~~
Defense Rating: 4
A unit can take a good beating while holding a Mountain and still take very
little damage. Only Infantry and Mech units may enter mountains, giving them
the upper hand in battles with stronger foes. They also experience increased
vision during Fog Of War maps from these locales.
o-------------o
| Water Types |
o-------------o
~~~~~~~~~~~
~~~~ Shoal ~~~~
~~~~~~~~~~~
Defense Rating: 0
A unique land type in that both land and water units can set foot on.
No cover to be found, so maximum damage will be taken when in a fight.
~~~~~~~~~
~~~~ Sea ~~~~
~~~~~~~~~
Defense Rating: 0
Sea going vessels only here, with no cover what so ever. Units here are
completely open to damage.
~~~~~~~~~~
~~~~ Reef ~~~~
~~~~~~~~~~
Defense Rating: 1
The lone place on the sea where a unit can have some protection from
attack, albeit a very small amount of protection.
----------------------------------------------------------------------------
-------------------------------Walkthrough----------------------------------
----------------------------------------------------------------------------
4) This section will give statistics and strategies to get through each map
in the game. This includes the hidden lab areas as well, which will be
placed after the map they are discovered in.
o------------o
| Mission 01 |
o------------o
Mission Name: Jake's Trial
Suggested CO: Jake
Enemy CO : Rachel
Difficulty : 1/10
On Day One send the Tank and Mech after the nearby enemy Tank to remove it
from the battlefield, followed by moving the Infantry up to the closest
building to the Mech/Tank strike force.
Day Two will see an enemy Infantry come close enough for the Mech and
Infantry to double team said enemy Infantry, while the Tank rolls out to cut
some Hit Points out of the other enemy Infantry.
Day Three will bring the simple job of mopping up the remains of the enemy
force to grab the victory!
o------------o
| Mission 02 |
o------------o
Mission Name: The New Black
Suggested CO: Jake
Enemy CO : Jugger
Difficulty : 1/10
Day One begins with the Tank rolling up the road, followed by loading the
weakened Infantry into the APC before moving up the road past the Tank,
dropping the Infantry. After this, fire at the enemy with the Artillery on
the right while the Artillery on the left moves to the right one space.
Day Two Continue to bring the Tank and APC up the road, rushing towards the
enemy ranks, while the Artillery should lay some punishment upon the hapless
foes.
Day Three will be more of the same, as the Artillery should lay the boots to
the enemy Tanks, and the Tank/APC convoy continues along the northward path.
Day Four has the Tank finishing off the remaining enemy Tank, ending the
mission!
o------------o
| Mission 03 |
o------------o
Mission Name: Max Attacks
Suggested CO: Max
Enemy CO : Lash
Difficulty : 2/10
Day One will have all the B Copters fly north to try and outrace the strange
enemy unit, though it will be impossible for a lot of the Copters to get
away cleanly (as you will soon see). In the mean time, use an APC and a
Mech to block up the bridge against the incoming enemy land units.
Day Two should begin by combining the hurt B Copters (combining them will
lessen the amount of your units in the battle, BUT it will make them fight
at full strength, which is a fair enough compromise), moving the one healthy
B Copter to the very front of the unit lines you began to assemble last
turn. Send the Mech onto the T Copter, and send the T Copter southwards,
moving towards the enemy Headquarters.
Day Three will begin with the fully strengthened B Copters sending their
Missile payloads down into the enemy Tanks and Md Tanks. After that the
Artillery should be moved as close to the front of the lines without being
exposed, remembering after that to move the T Copter further towards the
intended target of the enemy Headquarters.
Day Four will further the attacks upon the enemy rolling forces, making them
too weak to really threaten your units. The T Copter should be able to
reach land, dropping off the Mech near the enemy Headquarters.
Day Five onwards will be dictated by your preferred style of play. If you
are a fan of capturing the enemy Headquarters, then go get it while pounding
the enemy troops that remain. The alternative to this is to obliterate the
enemy troops to complete the battle, though it may be wise to begin the
capturing at the same time, as the enemy can sometimes scatter, wasting an
extra turn on Max, so taking the HQ instead of spending the extra turn may
be more desirable for scoring purposes.
o------------o
| Mission 04 |
o------------o
Mission Name: Reclaim The Skies
Suggested CO: Rachel
Enemy CO : Jugger
Difficulty : 1/10
The mission has a 30 minute real time limit, so best not dawdle!
Actually, this mission is absolutely easy, so the time limit will turn out
to be a complete non-factor.
On Day one use the Missiles unit on the B Copter, destroying it completely,
followed by hammering the Tank with the Rockets. Use the Anti-Air units on
the Bomber and Fighter, finally finishing the initial push by getting your
Tank to crash into the enemy Tank.
Day Two is simply finished by using your units to destroy the remaining
enemy forces, claiming the victory!
o------------o
| Mission 05 |
o------------o
Mission Name: Neverending War
Suggested CO: Jake
Enemy CO : Koal
Difficulty : 2/10
At this point in the game, selection of your CO for most maps are possible.
Try to figure out which CO would work best on a particular map, though the
suggested CO is the one that made it the easiest map possible (from here on
out). When ready, choose deploy from the menu to begin the battle!
On Day One purchase an Infantry unit in the south and a Mech in the north,
also using current Mechs to draw the enemy nearer to your unit's positions.
Day Two begins with a Tank purchase in the north, followed by beginning a
capture of a City in the south. Also fire off a round at the enemy Tank in
the south to soften it up.
Day Three begins with an Artillery purchase in the north after moving the
Tank bought on the previous turn southward, blocking the bridge so the enemy
can not cross. In the south buy a Mech before ending the turn.
Day Four to Day Six will see things pick up in pace, so these movements will
take place over the three day period. Use the APC in the north to draw the
enemy Md Tank towards your troops (position the APC on the Orange Star
city), where the Tank/Artillery/Mechs force can knock the Md Tank into the
scrap heap. Claim the factory in the south, rolling Tanks out the door as
soon as possible, all the while producing more Tanks in the north to
reinforce the weakened troops already in combat.
Day Seven onwards will consist of whittling down and destroying enemy
strength, using a two-pronged attack to clear the area of Black Hole units.
o------------o
| Mission 06 |
o------------o
Mission Name: The Ocean Blue
Suggested CO: Colin
Enemy CO : Lash
Difficulty : 2/10
On Day One use the Battleship and nearby Rocket on the enemy Cruiser,
sending it down to the briny deep, followed by sending the Submarine to the
northwest, submerging it to avoid enemy Battleship fire after the turn ends.
Speaking of that Battleship, move the nearby B Copter out to damage the
massive superstructure, hit the enemy Sub with a Cruiser salvo (this means
it will be a target for the Battleship after the turn, but it will not be
destroyed), and load the APC with an Infantry before placing the APC and a
Tank on the Lander, moving towards the middle island.
Day Two will begin with the enemy Sub being completely destroyed and the
enemy Battleship receiving some more damage from sea units, followed by
landing the APC and Tank with the Lander, setting up the battle with ground
forces in the vicinity.
Day Three onwards will be your typical mop up operation, pounding the
remaining units with all available troops, taking the field and the victory!
o------------o
| Mission 07 |
o------------o
Mission Name: Fog Rolls In
Suggested CO: Jake or Rachel
Enemy CO : Koal
Difficulty : 3/10
This is the first instance of Fog Of War to be found in the game, so get
ready for some hidden units, hard to peer into Woods and Reef sections of
the map.
Day One begins the battle by sending the Infantry onto the nearby mountains
to get a larger view of the area, spotting an Artillery. Destroy the
Artillery while advancing the remaining troops (using Woods for cover as
much as humanly possible).
On Day Two an enemy Recon and a Tank should be destroyed and damaged
respectively, also remembering to advance the troops while getting a Recon
into some Woods further along to use it as a hidden observer to spot
incoming enemies.
Day Three onwards will consist of a somewhat cautious approach, leapfrogging
from cover to cover, tag teaming all opponents who would get in your way.
The enemy may try to sneak an Infantry past your troops in an APC (with the
intention of taking your HQ), so keep an eye out for it to hammer it.
Finally, the enemy HQ houses a Tank and an Artillery unit is positioned in
the nearby Woods, so come at them with a B-Copter, Anti-Air, and Tank,
overwhelming them quickly, going for the total destruction route of victory,
or to just clear the way for an Infantry to take the Headquarters to end the
map.
o------------o
| Mission 08 |
o------------o
Mission Name: Tag Battle
Suggested CO: Max
Enemy CO : Lash & Jugger
Difficulty : 2/10
The enemy will be trying out the Tag Battle style of the game (which will
soon become commonplace), so the goal is to disable their troops to the
point that their counter-attack with the Tag Power will be minimal at best.
On Day One buy two Infantry.
On Days Two to Four buy two more Infantry and capture the nearby buildings, also
making sure to get two Tanks prepped and roll them out, sending them to smash
up the Black Hole Piperunner. Finally, have an APC transport Infantry towards
the Airport, taking them to get the property under control.
Days Five to Seven concentrates on finishing off the Piperunner and
consolidating all the northern properties. As for new units, concentrate on
more Tanks, an Artillery, and an Anti-Air unit, advancing southward to engage
the enemy, keeping them contained to the lower half of the map.
Day Eight onwards will focus on taking out the enemy troops, lowering their
numbers and strength, forcing the enemy to use their Tag Attack with too few
troops to inflict any severe damage. After the attack, bring in Tanks,
Artillery, B Copters, and a Bomber, forcing the Black Hole units to be driven
under in very short order.
o------------o
| Mission 09 |
o------------o
Mission Name: Victory Or Death!
Suggested CO: Jake & Rachel OR Colin & Sasha
Enemy CO : Koal & Lash
Difficulty : 3/10
Start off by choosing two CO's, with the first CO selected battling on the main
front in the conventional fashion, while the second CO selected will fight on
the secondary front. The secondary front is a battle of various units, though
Fighters/Bombers can be sent to help, and the CO that wins will get to join
his/her partner on the main front, giving a decided advantage to said force, as
they can make use of the Tag Power capability.
Day One and Day Two will begin with the Fighters on the main front being sent
to the second front, strengthening the forces there for the fight to come.
While this is being done, take the Factory and Airport and that lie nearby,
ignoring the factory in the middle of the map, as the Black Fortress above will
bomb any troops that are created there.
Day Three to Day Six will see one more Fighter (buy from the Airport) and a
Bomber (since the enemy Fighters will be destroyed by now), both of which can
assist with the final destruction of the Black Fortress Minicannons, taking it
out of commission and ending the second front battle (bringing the second CO to
the main front). As for the main front, use Anti-Airs and B-Copters to hammer
the incoming enemy B-Copters while massing all other troops just outside the
range of the bombs from above, waiting for the disabling of the fortress. The
range to stay clear of the blasts are three spaces.
Day Seven onwards will have the remaining units from the second front greatly
increase the Star Power of both CO's, setting up an ideal situation where a Tag
Power can be used, so use it to push through the center of the map, leading the
way with Tanks, hammering on the enemy. After weakening the air defenses,
bring in B-Copters and Bombers, loosing them upon the hapless foes on the
ground, closing the net of units closer and closer upon the Black Crystal,
shattering it to take the field and the victory!
o------------o
| Mission 10 |
o------------o
Mission Name: Black Boats Ahoy!
Suggested CO: Jake & Rachel
Enemy CO : Kindle
Difficulty : 3/10
Day One to Day Three will have the Sub in the water submerge, focusing it's
efforts upon the enemy Battleship, scuttling the behemoth to the deep. On land
the battle is best served in your favour by pushing across the bridge, bringing
the fight to the foe, focusing upon the Tanks and Anti-Airs mainly, followed by
creaming the Artillery and foot units.
Day Four to Day Six will begin with the focus of grabbing the Neutral City
across the bridge, as it holds the map to the plans for the Black Boat unit
(this unlocks the next mission, so be sure to do this action). Meanwhile, the
remaining units will need to mop up as many foes as possible, keeping the enemy
occupied so the Lander can get an Infantry to the enemy Headquarters, capturing
it to end the threat in this area!
o------------o
| Mission 11 |
o------------o
Mission Name: The Long March
Suggested CO: Jake & Rachel (OS) / Colin & Sasha (BM)
Enemy CO : Jugger & Koal
Difficulty : 3/10
Day One to Day Three for Orange Star should use indirects to shred the Black
Hole foes across the water, also making sure to use the Tanks to stem the
charging enemy Tanks, allowing for the indirects to rip them up. Blue Moon
forces will need to smash up the Black Hole naval forces as their primary
mission, followed by turning attention to the heavy ground forces to assist the
forces of Orange Star. Colin and Sasha should switch positions every turn,
buying new units with Colin while Sasha collects extra cash on the off turns.
Day Four to Day Six will have an enemy Tag Power lay into the Orange Star
troops, so take the hit and send a Recon with an Infantry laden APC northward,
hopping from forest to forest cover, attempting to get close to the Lab in the
north. To facilitate this effort, divert some of the southern forces northward
after the Black Hole foes begin to get taken out in the south, as the
overwhelming force is not necessary at that point.
Continue to pound on the foes on both fronts, getting the Infantry close enough
to the Lab to capture it, stealing the Black Boat plans and ending the mission!
o------------o
| Mission 12 |
o------------o
Mission Name: Lightning Strikes
Suggested CO: Jake & Max
Enemy CO : Grimm & Sensei
Difficulty : 3/10
Max is the perfect choice for the second front, as his direct firepower
capabilities will cancel out the B-Copter and Mech advantages that Sensei has.
The first step is to turn the Auto CO off, as you can fight FAR better than any
strategy setting selected for the second front. This is very important to help
remove the second front, adding your CO to the main front, making Tag Power's
available for use.
Day One to Day Five on the main front will concentrate on taking the City near
the river, leaving the Infantry there to fight the foes that will try to cross
while an APC (with an Infantry) and a Recon go north to get onto the center
island. These two will begin the process of holding off Grimm's troops while
the Infantry takes the Factory, also creating and sending two more Anti-Airs to
the second front (the starting Anti-Air should be sent there on the first
turn). On the second front Max should work on destroying the Mechs when
possible, as they can do far more damage to the Anti-Air units (the best weapon
against Sensei's forces), but attacking the B-Copters is also acceptable. Use
the non-air killing units in your possession to bait and distract the Mechs,
buying the time necessary for the Anti-Airs to get into attack position.
Day Six to Day Ten begin with the capture of the Airport at the outset,
creating a decided advantage for your forces as B-Copters will be able to
hammer the majority of the early troops that Grimm bought. This is also a
choice time to make use of the Missile Silos that lie on the island, slamming
them into the enemy forces looking to attack across the river, weakening them
enough that your Infantry forces (buy replacements in the south as needed) can
smack them back with relative ease. Finally, the second front should consist
of an organized mop-up mission, with max putting an end to Sensei, joining
Jake on the main front.
Day Eleven onwards will consist of Tanks, B Copters, and a Bomber hammering
into Grimm, using a Tag Power to remove the majority of his units, thus
rendering his Co Power/Super CO Power essentially useless. It is possible to
take the Headquarters as well, but it is far more fun to pound his troops
relentlessly after he started with the initial advantage.
o------------o
| Mission 13 |
o------------o
Mission Name: Frozen Fortress
Suggested CO: Jake & Rachel (OS) / Sensei & Grimm (BM)
Enemy CO : Kindle & Jugger
Difficulty : 3/10
Com Towers will enable units to have a slight boost in firepower (10% over the
usual for each unit MULTIPLIED by the amount possessed, so owning 3 is a 30%
boost for instance), and this map will introduce them to your forces.
Day One to Day Seven will have the northern forces exterminate the Black Hole
forces found there, followed by moving Infantry across the shoals to the far
side of the water, claiming the Factory (build units from here to assist in the
south) as well as the City, as it holds the map to the Black Bomb Lab area (the
next mission is only playable by taking this City, so hop to it). The southern
forces will need to start out by taking the Airport, making use of Tanks and
B Copters to hurt the Black Hole forces, all the while expanding outwards to
take more property.
Day Eight onwards will consist of more of the same, bringing the northern
troops to the south, squeezing a vice upon the Black Hole forces, crushing them
in a display of awesome power. Make sure to keep taking properties, increasing
the firepower of all units via the Com Towers.
o------------o
| Mission 14 |
o------------o
Mission Name: Lash's test
Suggested CO: Sensei & Grimm
Enemy CO : Lash
Difficulty : 2/10
A rather simple matter of choice here, as Sensei can lead the way early,
leaving it to Grimm to pound the enemy after a few Days.
Day One to Day Four will consist of Sensei having a B Copter free the Black
Bombs on the east side of the map, while an APC takes a Mech and an Infantry
towards the Com Towers, taking them to increase the force's firepower. An
Md Tank and a Rocket should free the other set of Black Bombs, followed by
massing the troops by this containment area (between it and the water).
Day Five to Day Seven will being with a series of Black Bomb detonations, using
about half of them, forcing the foe to combine their forces into one another
(they do this to get full strength units once again), followed by a second
round of Black Bomb smashings on the next turn. At this point the main forces
in your control should rush northward, smacking the weakened units to remove as
many from play as possible. Also, as a precaution, make sure that an Infantry
is sent to the Airport, taking it to make sure that the Black Hole can not
start using it to pump out new units.
Day Eight onwards will have any Powers being used, pushing right to the top of
the area, killing all foes.
o------------o
| Mission 15 |
o------------o
Mission Name: Verdant Hills
Suggested CO: Colin & Max (OS) / Sasha & Jake
Enemy CO : Javier & Jess
Difficulty : 5/10
Day One to Day Three will have the Orange Star forces (led by Colin) move their
Tanks to the south to bottle up the exit from the mountains, purchasing more
Tanks to assist in this endeavour. In the mean time, all the Infantry should
be fanning out and taking the Cities/Com Towers that it can, gaining firepower
bonuses and funding in the process. Blue Moon troops will have to use their
long range capabilities to weaken up the Megatank and large escort Tanks it
has, positioning the Mechs on Mountains where treaded troops can not attack
them, but gives them (and the indirect units) a better look at the battlefield.
Have Sasha lead the way here, using her Market Crash power to bring the enemy
back from the brink of a Tag Power attack.
Day Four onwards will have Max leading the way for Orange Star, using his
direct firepower skills to knock out the Megatank. The Blue Moon will need to
support the Orange Star efforts from afar while they wait for a chance to send
their Mechs in over the mountains, taking the headquarters to end the battle.
o------------o
| Mission 16 |
o------------o
Mission Name: Snow Hunters
Suggested CO: Max & Javier
Enemy CO : Hawke
Difficulty : 4/10
Day One to Day Seven opens with the decision of whether to blast open the pipe
seams to stall the progress of the Piperunners, or to let the, slide along, as
the blown pipe seams will allow the main force of Black Hole direct access to
your trapped units. The best option is to allow the Piperunners free reign, as
they will soon slide into range of your Tanks, making their days numbered. The
indirect units will need to keep the enemy Infantry from claiming the Factories
on the opposite side of the pipes, as that would prove disastrous to the
battle (if no Infantry to shoot, peg off enemy Tanks and Artillery). The
Missiles and Anti-Air should be re-routed to the southwest, lining up to face
the incoming B-Copter and Bomber barrage, followed by moving an APC with foot
soldiers to go take the Seaport and Com Tower. Finally, use the Lander to send
an Infantry to the island in the southeast AFTER the Piperunners have moved
northwards in pursuit of your troops. By taking the Cities here, the map to
the Piperunner Lab location will be secured, creating the opportunity to play
the next level.
Day Eight onwards will focus on smashing the remaining foes, purchasing a
Battleship from the Seaport to assist in the tackling of the remaining foes.
With enough enemies subdued, move on to smash the Minicannons (use the
Battleship to open the festivities), rushing them in one big move, as they can
only do so much damage before the next turn, knocking all three out to take the
victory!
o------------o
| Mission 17 |
o------------o
Mission Name: Spiral Garden
Suggested CO: Sensei & Grimm
Enemy CO : Kindle
Difficulty : 4/10
Day One to Day Ten will have Sensei leading the way at first, making use of his
superior transport movement capabilities, getting Infantry as far out into the
furthest reaches of Properties, forcing Kindle to waste time battling for them
instead o taking them. With one strike force working up the west side of the
map, using a an Artillery or two with Tanks to subdue any opposition while the
stronger force goes through the pipe seams to take the Airport and battle the
main enemy force that will come down the east side of the map. Two Piperunners
will attack (one versus each strike force), so get Tanks in close enough to
really pound on them and eliminate them as early as possible. Once the main
chunk of properties have been snagged, it is time for Grimm to come in and begin
the assault in earnest.
Day Eleven onwards will focus on Grimm pounding the enemy with Tanks,
Anti-Airs, Artillery, and even a couple Bombers, as he will be able to push the
line back, allowing APCs to bring up Infantry to take the final Properties
required to gain the victory. It is also nice for your score to smash extra
pipe seams before taking the final property, as it will add to your overall
score after the map is over.
o------------o
| Mission 18 |
o------------o
Mission Name: Omens And Signs
Suggested CO: Colin & Max
Enemy CO : Koal & Jugger
Difficulty : 5/10
A two front mission, the main front will benefit from stronger, more expensive
units to purchase, so Colin is a great choice there. The secondary front is
more open to choice, so choose someone who you like, though Max does have that
offensive direct firepower bonus, and Sasha has a great Tag Power rating with
Colin, so either of them should be leading candidates.
Day One to Day Ten on the main front will begin by taking the closer properties
to the homebase area, followed by moving southward to take the Com Towers and
southern Factory. While this is happening, have Artillery and Rockets move
south as well, getting them into position to bust up the enemy Cruisers
(allowing the Carriers to drop the Stealth Fighters) as well as bust the Pipe
Seams. Send all but two of the Fighters to the second front, keeping those two
handy to hammer the enemy air units (send them skyward once the main front is
clear of enemy air units). Finally, cut down as many of the enemy units along
the way, staying away from the Minicannons, as they are invulnerable. The
second front will consist of destroying all enemy Fighters, allowing the
survivors to turn on the fortress, taking out the supports to crash it, ending
the second battle.
Day Eleven onwards will have the enemy pushed back even more, using all
available units (and a Battleship bought with spendthrift Colin) to lay into the
four Minicannons, as they are now vulnerable with the fortress above disabled.
A Tag Power will likely be available as well, so use it to really push on the
enemy to get a better Power score.
o------------o
| Mission 19 |
o------------o
Mission Name: Into The Woods
Suggested CO: Max & Grimm (OS) / Jess & Javier (BM)
Enemy CO : Kindle & Lash
Difficulty : 5/10
Day One to Day Four for Orange Star will have an objective of moving right at
the forest ahead, having the APC drop an Infantry right into the trees, which
will spot the charging Oozium 238, allowing the Megatank/Neotanks/Md Tanks to
team up and wham the Oozium 238 in one round (it must be defeated in one round
or it will eat a valuable unit on the next turn). Blue moon will make use of
their indirects to pound on the initial enemy troops, using the Tanks and APCs
as protective barriers to keep the hard hitters healthy. he second wave of
attack will come in the form of B-Copters, so ready the Anti-Airs and Missile
units to bring them down from the skies. The final piece of advice is to
almost fill the enemy Power Meters, but end your turn before completely fill
them up, as the enemy will just attack instead of using the powers, allowing
for an extra turn of poundings on them, leaving them with too few units to
mount an effective Tag Power offensive.
Day Five onwards will continue the push to the east, with both units taking
a Com Tower to improve their firepower. Another Oozium 238 lies in wait in
the forests near the main road and the mountains, so once it draws near whack
it with the powerful tanks to get rid of the threat. The final surprise the
enemy has in store are a pair of Neotanks hiding in the trees near their
Headquarters, so make use of the Missile Silos to bombard the area (even if you
can not see the enemy in Fog of War, the Missiles will still do their damage),
followed by rushing into mop up the weakened units. Keep plowing along,
routing all the foes for the easy victory.
o------------o
| Mission 20 |
o------------o
Mission Name: Muck Amok!
Suggested CO: Grimm & Jake (OS) / Hawke & Lash (BM)
Enemy CO : Koal
Difficulty : 3/10
Not a particularly difficult mission, the proper choice in CO's proves crucial.
Sine the enemy uses Oozium 238 as the overwhelming choice for attack, so
Grimm's offensive strengths and defensive shortcomings will work swimmingly
here, while Jake has the luxury of a lot of field tiles to take advantage of
for extra firepower. Finally, Javier is a solid choice as well, as he has
some Com Towers to make use of, though his advantages do not come into play as
early as the other two CO's mentioned here.
Day One to Day Six will begin with the units fanning out into two attack
groups, one strike force going east towards the Com Tower while the other
strike force moves northward towards the Minicannon. Make use of a T-Copter
and a Mech to get the aforementioned Com Tower, withdrawing the Mech before the
Oozium 238 can overwhelm the position. Remember when attacking Oozium 238 to
wipe out any Oozium 238 that you attack in that same round, or it will absorb
and destroy one of your units. Hawke and Lash should get their units behind
the advancing rescue party, using their Rockets to help weaken the Oozium 238,
so use Hawke for his unit firepower bonus, focusing on really weak foes as they
are more likely to take damage from the indirect units, as they are rather
resistant to such units typically.
Day Seven onwards, keeping up the Oozium 238 extermination while having the
T-Copter and the Mech go north to take another Com Tower. Once the Tag Power
is set up, use it to really pound the Oozium 238, allowing a couple units to
rush the Missile unit near the headquarters, pounding it into slagged metal,
ending the mission!
o------------o
| Mission 21 |
o------------o
Mission Name: Healing Touch
Suggested CO: Javier & Jess (OS) / Hawke & Lash (BM)
Enemy CO : Kindle & Jugger
Difficulty : 5/10
Javier and Jess for Orange Star works well due to the abundance of Com Towers
for Javier to take and Jess has a lot of treaded vehicles upon which to use
her special skills. Hawke and Lash work well at Blue Moon thanks to some
nice terrain for Lash and Hawke (as always) boasts some decent unit bonuses.
Note that the Black Crystals will heal all units within range for 2 Hit Points
before each Black Hole turn.
Day One to Day Eight will begin with the first two days being used to hammer as
many of the weak enemy forces as humanly possible, followed by smashing the
three southern Black Crystals. Each army should get an Infantry to take a Com
Tower, while more Infantry take a Factory (Orange Star) and an Airport (Blue
Moon). Finally, make sure that enough Infantry exist in the south to make use
of the Missile Silos in one turn, but do not use them yet.
Day Nine onwards will consist of positioning the troops, purchasing Anti-Airs
and Tanks for Orange Star while the Blue Moon forces should add a Black Bomb
and any B-Copters (if possible). When the attack is ready, use the Black Bomb
to weaken the front line foes for the charging units, while the Infantry in the
south should let the Missile Silo shot go against the foes a bit further back
from the main line, causing the entire Black Crystal healing process to be
severely hampered. After the enemy threat is gone, go about the business of
smashing up the Black Crystals, finishing off the mission!
o------------o
| Mission 22 |
o------------o
Mission Name: Crystal Calamity
Suggested CO: Jake & Rachel (OS) / Jess & Javier (BM) / Colin & Sasha (GE)
Enemy CO : Koal & Kindle
Difficulty : 6/10
Things are going to be very difficult on this mission, as the enemy satellite
can only be disabled by launching nine Missile Silos (three each in the various
forces areas), making sure to not let the enemy take even one, as that will
cause the mission to fail. With this issue at stake, the time constraint of
50 minutes is also placed upon your forces as well, making it a double whammy
of challenge. To get the triple crown, the Black Obelisk in the center of the
map must be destroyed.
Orange Star will need to make use of Tanks, Artillery, and B-Copters to beat
back the enemy advance, also producing some foot soldiers to go after the
Missile Silos. The Oozium 238 needs to be hit hard all at once, so let it come
to the Orange Star mountains as opposed to being aggressive, as it will be too
tough to get enough concentrated fire to take it down.
Blue Moon will need to get an Infantry to the island via a Lander/Black Boat,
while the rest of the troops advance southwards, taking properties (especially
the Com Towers), opening the path forward for the land troops to push towards
the Black Obelisk (but stay out until the satellite is destroyed).
Green Earth will need to send some troops south to hurt the enemy near their
factory, making sure an Infantry goes into the Missile Silo area, making sure
that Black Hole does not slip a foot soldier there first. After the enemy is
subdued, take the Factory and Airport in the south, using Colin's cheaper units
coupled with Sasha's extra cash flow, producing a lot of high flying units to
pound on the strong enemy.
With the satellite disabled, go in after the Black Obelisk, pounding enemy
troops relentlessly and occupying there unit production properties (ie the
Factories and Airports), allowing Orange Star to pound the Black Obelisk into
a pile of slagged metal!
o------------o
| Mission 23 |
o------------o
Mission Name: Dark Ambition
Suggested CO: Sensei & Sami (OS) / Grit & Eagle (BM) / Jess & Hawke (GE)
Enemy CO : Kindle & Olaf
Difficulty : 6/10
Day One to Day Three for Orange Star will consist of getting the Mech near the
northern Missile Silo while the Infantry gets near to the southern Missile
Silo. This is done in anticipation of the attack upon Black Hole, but do not
launch the Missiles just yet. Blue Moon should bring the units down towards
the pipeline, using Grit's superior range to pound enemy indirects. Green
Earth should get the tanks rolling towards the pipe seams, as they will be the
sensible blocking forces for when the pipe seams are destroyed. Remember to
use the respective APCs for each force to keep the aircraft in the sky, the
indirect units bombing away, and to keep the tanks rolling.
Day Four to Day Five will have Orange Star foot soldiers hold their positions.
Blue Moon will have Grit launch explosive rounds into the enemy indirects and
Megatank, while the Md Tank, Neotank, and Megatank for Green earth block the
pipe seams. The Green Earth Battleship and Artillery should also be used to
send some shots at enemy Anti-Airs and tanks, having Hawke in command for his
attack bonus.
Day Six to Day Seven will have the enemy busting through the pipe seams, so
survive the initial Tag Power attack, followed by having Orange Star soften up
the Black Hole forces further with some carefully placed Missile Silo shots.
Blue Moon and Green Earth will now have to work over remaining foes without
crossing into enemy territory, as the enemy Minicannons will knock a lot of Hit
Points off each unit that rushes across, making them ripe for getting picked
off.
Day Eight onwards will have the Blue Moon pound the two central Minicannons,
allowing Green Earth to rumble through and smash all enemy Anti-Airs. With
that portion of the force subdued, it will be a simple matter for Eagle to take
over for Blue Moon, sending his air units through to finish the enemy pounding
(along with Green Earth and Jess controlling the Tanks). It is also possible
to remove the snowy conditions by taking the north and south cities along the
pipeline, but it is not really worth it as the enemy will be subdued long
before the foot soldiers can be ferried there via the APCs.
o------------o
| Mission 24 |
o------------o
Mission Name: Pincer Strike
Suggested CO: Jess & Javier (OS) / Sasha & Colin (BM)
Enemy CO : Jugger & Drake
Difficulty : 8/10
Although this mission seems really unfair at first (due to Drake's
Tsunami/Typhoon and how it not only damages all units, but it also reduces
fuel in all units by one half), but it is actually very doable by a
disciplined player. The key is to make careful use of turn ends to keep the
full Tag Power for the enemy to be built up, and to use Sasha's units to get
her basic CO Power of Market Crash built up, as it will remove the Black
Hole star meters to ZERO. Using this stratagem, Drake only got to use one
Tsunami, and by that point the Blue Moon forces had already over run their area
of the map, making it a slight annoyance instead of a full fledged disaster to
the battle. So, pay careful attention to the enemy star meters, stopping an
attack early on one turn, pounding the foe relentlessly on the next, allowing
Sasha to cancel out their impending attack with her Market Crash CO Power.
Day One to Day Two for Orange Star will begin with the land unit moving up to
the neutral factory, using an APC and an Infantry to draw the enemy Md Tank and
Neotank near to the Orange Star forces, keeping the Megatank in reserve. Send
the navy (without the Lander) and the B-Copter eastward, parking them in the
2 x 2 Reef section to the south of the landmass with the neutral Com Towers.
Also, purchase two Infantry on the first turn while on the second turn buy a
Tank. Blue Moon should pull back any tanks within the range of the enemy
Rockets, sitting tight for the moment.
Day Three to Day Five begins with the Fog of War rolling in, so Orange Star
will begin by hitting the enemy Md Tank and Neotank that threatened previously,
destroying them with ease. Send the Lander with an available Infantry across
the bay, looking to start taking the southern Com Tower. At sea, use the
B-Copters to spot the Cruiser, using the Battleship to hammer it, allowing the
Submarine to go after the enemy Battleship. This just leaves the enemy
Submarine, so get your Cruiser to land a brutal hit to decimate it. Blue Moon
should get the indirect units as close to the edge of the forest as possible,
shooting the enemy Rockets/Artillery/Battleship, destroying them quickly and
efficiently as possible. Use the Recons to spot units beside the Blue Moon
Cities while the tank forces should all spread out in anticipation of the
upcoming rush attack.
Day Six to Day Ten for Orange Star will look to get onto the northeast road,
rolling from Forest to Forest in methodical fashion, flushing out enemy units
so they can be destroyed by the trailing units. In the mean time, keep taking
the southeastern properties, having the Lander bring a couple more Infantry to
assist in this endeavour. Blue Moon should rush out of the Forest tiles after
the second Market Crash power, using the extra boost in attack to smash the
remaining enemy units, destroying/disabling every single unit with at least one
attack each. With the area secure, send the Infantry and Mech out of hiding
via APCs, taking the neutral Factory and Airport before the rushing Black Hole
troops can arrive. This will allow Sasha to use the extra cash she built up
(due to her abilities) on expensive Bombers and Tanks, rolling out some support
for Orange Star on the road ahead.
Day Eleven onwards strategy will be dictated by the preferred method of victory
by the player. Decide whether it would be best to just take the enemy
Headquarters, or whether destroying all foes is the best way to go. Orange
Star can use their navy to sweep the eastern coastline for hiding enemy foes
while the combined Orange Star and Blue Moon forces go along the mountains,
grinding all the foes along the way into dust. Otherwise, have some APCs
carry some Infantry towards the Headquarters, using the other units to block
access for the enemy, allowing the foot soldiers to capture to their hearts
content.
o------------o
| Mission 25 |
o------------o
Mission Name: Ring Of Fire
Suggested CO: Grit & Hawke
Enemy CO : Koal & Kanbei
Difficulty : 5/10
This map has an 18 Day limit for destroying all the enemy forces, so best get
to work!
Day to Day Three for the main front will have Grit sending his forces on the
outer ring of the map northward after the Factory that lies that way while
another chunk of forces go east towards the neutral Airport. Since the enemy
will come after the factory pathway much more strongly, send a few extra units
northward instead of to the east. However, send enough Anti-Airs on the first
turn of the map to the second front (via moving them to the Headquarters) to
make them number four on the second front, followed by boosting the Rocket unit
to the second front in the same manner. As for the inner ring of the map, have
the indirect units here pound the enemy indirect units inside the mountain
range, but ignore all other units in there for now and instead concentrate the
forces near the Factory and put a couple of indirects near the Airport, as this
will help halt the Black Hole advance. Hawke on the second front will just need
to commandeer the two Com Towers with his foot soldiers, leaving the remaining
units to withdraw into the southwest corner of the map (near the Headquarters)
in the following formation:
___________________
Key |
| __ __ __ __
AA - Anti-Air | |AA|XX| | |
BC - B-Copter | |__|__|__|__|
MI - Missile | |BC|AA|XX| |
PC - APC | |__|__|__|__|
RO - Rocket | |MI|PC|AA| |
XX - Infantry/Mech | |__|__|__|__|
| |RO|MI|BC|AA|
___________________| |__|__|__|__|
This will protect the valuable air killing units versus the incoming B-Copters.
Day Four to Day Six on the main front consists of finishing the capturing of
the Factory and Airport, all the while delivering vicious blows to the
approaching tanks and Anti-Airs (helps out the B-Copters and Bombers that are
to come via purchases). The first turn with the B-Copters in range will
consist of hitting them hard, taking them down one by one (using Missiles
first, followed by Anti-Airs), BUT stop the attack JUST before Kanbei's Star
Meter fills up, ending your turn there. By doing this he will not get to use
his Super CO Power, with a lot of units in play, so just position the rest of
the units in spots to protect the Missiles from direct attack. On the next
turn you can finish off the remaining B-Copters, leaving one Neotank for the
enemy to make use of on the Super CO power, so move the Rocket forward to prep
for the take down (B-Copters can do the rest of the work).
Day Seven to Day Nine on the main front will have Tanks and B-Copters rolling
out of the Factory and Airport production lines respectively, using them to
assist the indirect units from the inner ring in beating back the Black Hole
forces. Also be on the look out for the Oozium 238, as it will begin to cross
the river, so use Mechs and B-Copters to destroy it, waiting for one turn where
four solid attacks can be launched upon the obscenity. Finish off the Neotank
on the second front and begin to ferry the foot soldiers through the raining
lava, starting to capture the four cities around the base of the volcano.
Day Ten onwards The main front will continually push forward, crushing all
Black Hole forces (some of the indirects can now switch over to attacking the
contained foes inside the mountain range, with some assistance from a Bomber
or B-Copters). On the second front, finish off the enemy forces and capture
the four Cities around the volcano, allowing the second front CO to join the
main battle. A Tag Power attack should be available at this point, using the
opportunity to really push Black Hole to the edge of extinction, keeping the
efforts up to finish off the map with the defeat of the final Black Hole unit!
o------------o
| Mission 26 |
o------------o
Mission Name: Surrounded!
Suggested CO: Hawke & Lash (OS) / Sensei & Javier (BM)
Enemy CO : Kindle & Andy
Difficulty : 6/10
The time limit here is 24 Days, with the goal being the capturing of the four
Com Towers near each massive Missile Silo. Not a tough map, especially if an
aggressive stance is used early to put Black Hole on the defensive.
Day One to Day Three for Orange Star will begin by going after the Factory in
the northeast, followed by using the Md Tank and Neotank to dissuade the enemy
Anti-Airs below from rushing up to smash into the foot soldiers moving out
towards the properties in the east. While continuing to put pressure on the
Anti-Airs and Artillery (drop a Mech inside the range of the Artillery via an
APC), also take the Factory and begin to claim the Com Tower. In the center
of the map, be sure to purchase Tanks and Artillery, using them to keep the
charging Black Hole forces bottlenecked. Blue Moon will use the Recon to bait
the Tank and Anti-Air in the south to come towards the bulk of their forces,
also using an APC (park it on the City that only one of the B-Copters can
reach) to draw the enemy B-Copters from the southwest in the same manner. Push
forward aggressively to pound the enemy positions in the south, taking the Com
Tower and Airport/Factories, while in the north purchase an Infantry, followed
by Mechs on each turn (they will hold up the enemy Md Tank while the Infantry
goes after the next Com Tower). Finally, once south is secured, have the
Rocket begin to pound the pipe seam to make a second opening into the western
quadrant.
Day Four to Day Six will have Orange Star finish taking the eastern quadrant
Com Tower, swinging their attention around to hold off Black Hole from the west
with some units, while the rest move north to assist Blue Moon there in
disabling the Md Tank and any other units rolling out of the Factory. Blue
Moon should cover the enemy's Factory in the southern quadrant with a unit
(until an Infantry can arrive), followed by spilling through the busted pipe
seam to quell the enemy resistance from the western quadrant, taking the Com
Tower with the enemy Factory below cut off by overwhelming Blue Moon forces.
Day Seven onwards will have just the north quadrant left to tame, but with so
little left Black Hole can quickly be crushed, especially since all foot
soldiers in the other three quadrants will keep taking more properties,
lessening Black Hole's resources while strengthening their own. Once the
fourth Com Tower is secured, the map will end, and it should be done in 12 Days
or less (took me 9 Days personally).
o------------o
| Mission 27 |
o------------o
Mission Name: For The Future!
Suggested CO: Javier & Jess (OS) / Grit & Hawke (BM) / Eagle & Sensei (GE)
Enemy CO : Von Bolt
Difficulty : 8/10
For Day One to Day Five strategy to work properly, the following rules should
be followed. The most important step is to build up Von Bolt's Star Meter
until it just about full, followed by ending the turn for Orange Star (make
sure Javier has done all the fighting to this point). Blue Moon and Green
Earth will continue to do their unit position juggling to prep for the
incoming forces (taking Cities if they have to still do so as well), but they
will NOT attack, leaving the Star Meter just short. This means that Von Bolt
will attack on the next turn, hurting Orange Star and filling his own meter,
which he will not use (if he does, then the plan will fail). Now that it is
Orange Star's turn, Javier should be able to smack out a Super CO Power
(ie Tower Of Power) INSTEAD of the Tag Power (if you have both Star Meters
filled, do not Tag Power). The reason for this is that Von Bolt's Ex Machina
will damage all the Orange Star troops AND paralyze them, BUT he will mostly
have Artilleries left at his disposal, which will be UNABLE to damage Javier's
troops. Sounds complicated, but if done right it basically forces Von Bolt
to waste his one good shot at gutting Orange Star, so follow the directions
for each force for the first five days to make it work properly.
Day One to Day Five for Orange Star will have two main goals; the first is
to take the three Com Towers and the second is to hold off the enemy forces.
Let Javier have control all the way here, starting off by taking the two
outside Com Towers, also buying another Infantry to move up to the middle
Com Tower via an APC. Use the Megatank above the central Com Tower, making
it play blocker until it is destroyed, allowing for the three Com Towers to
be taken. Keep buying Artilleries and Tanks, using them to replace the front
line troops while pounding the foe with the indirects.
Day One to Day Five Blue Moon will begin with Grit in command, using the first
two turns to start taking the neutral City near their group of properties,
buying an APC, sending the Infantry up on foot towards the neutral Cities on
the coast, while the Mech on the left goes into the APC to follow along (take
both Cities). The Battleship should take the first two turns to decimate the
lower Minicannon, followed by trying to bait the enemy navy into attacking
the Carrier, allowing the Blue Moon navy (which will be reinforced by a second
Battleship from funds collected) to counter-attack.
Day One to Day Five for Green Earth will begin with Sensei in command, using
the first two turns to start taking the neutral City near their group of
properties, buying a T-Copter, sending the Infantry up on foot towards the
neutral Cities on the coast, while the Mech on the right goes into the
T-Copter to follow along (take both Cities). After the T-Copter dumps the
Mech on it, switch control to Eagle at the end of that turn, followed by
flying the T-Copter into range of the enemy Fighter, baiting it into
attacking, allowing Green Earth to use the own Fighter and Stealth (in that
order) to eliminate it. Save the money that is gained, purchasing Bombers
to assist in hitting the Minicannons and Black Crystals.
Day Six onwards will focus on Orange Star busting up through the Black Crystal
to occupy the Black Hole Factories, with Blue Moon's Grit providing Battleship
fire support from the flank. Meanwhile, Green Earth will sweep in with Bombers
in the service of Eagle, supporting the fight, moving northward to hit the
Black Obelisk with a Bomber, destroying it one hit thanks to Eagle's superior
air firepower capabilities. Try to eliminate as many foes as possible before
delivering the final blow, as getting a good Power score depends upon it.
o------------o
| Mission 28 |
o------------o
Mission Name: Means To An End
Suggested CO: Jake & Rachel (OS)
Enemy CO : Von Bolt & Kindle
Difficulty : 7/10
Note that on Day Six, Day Twelve, and Day Eighteen that the three weak
points of the G Bolt will release an Oozium 238 each (three in total).
Although it is not overly dangerous, it is a good thing to keep in mind to
avoid losing some stronger units from carelessness.
Day One to Day Six on the main front will have Jake spend his first three
Days buying four Infantry and one T-Copter, with three of the Infantry
moving on to local properties (beginning the capturing of the locales)
while the one Infantry that can get onto the T-Copter flies south to start
the assault on the mass of properties and Black Hole Infantry found down
there. The T-Copters are to ignore the Oozium 238s down there, going for
the two Airports (one on each side of the map), taking said Airports to begin
producing the B-Copters needed to subdue the enemy Infantry. It is not a
bad idea on Day Four to send an additional B-Copter to the south, followed
by purchasing Tanks and Anti-Airs to work over the incoming enemy Infantry
and APCs. Jake should ignore the Oozium 238s at the top of the screen as
well, due to lack of concentrated firepower to take them out in one turn.
On the second front it is impossible to control the action directly, so tell
Rachel to play things defensively, letting Black Hole come after her, away
from the Black Crystals and their healing powers.
Day Seven to Day Twelve will have Jake consolidating his hold on the
southern part of the map, using B-Copters to clear the area of Infantry while
the T-Copters bring in other Infantry to help knock out the Black Hole Cities,
serving the two-fold purpose of gaining more funds while cutting off Black
Hole's funding at the same time. More B-Copters should be bought, using them
as extermination squads for the Oozium 238s. Meanwhile, in the north a
Md Tank and more Anti-Air/Tank purchases will help take control of the area,
followed by moving into more advanced purchases, like Bombers/Neotanks
(always make sure to make the most valuable purchase possible), but stay away
from Artilleries and Rockets, as the enemy Oozium 238s are practically
invincible versus indirect attacks. The second front should be switched to
a more aggressive posture, allowing Rachel to go after the now weakened
troops (thanks to her Super CO Power and the Missile Silos).
Day Thirteen onwards will continue the push northwards, using the Tag Power
that will come of Rachel's smashing of all three Black Crystals on the
secondary front, allowing her to join Jake on the main front. Spread out
the attacking units, pounding the Oozium 238s before they can get too
concentrated, which will allow them to kill some units (make sure to NEVER
stop beside one, as they will destroy whatever they touch). Once it is
possible to do so, cover the enemy Factories with injured units, which will
keep them from adding in additional units to the attack, also sending fully
powered Neotanks or Bombers to work on the three weak points of the G Bolt,
knocking them out (just remember to not attack them directly on Day Six, Day
Twelve, or Day Eighteen, as the G Bolt will expel some more Oozium 238s from
the weak points). Once all three weak points are smashed, the mission is
over and the game is complete! CONGRATULATIONS!!!
----------------------------------------------------------------------------
---------------------------Commanding Officers------------------------------
----------------------------------------------------------------------------
5) This section will examine the special abilities that the CO's (Commanding
Officers) of the game possess as well as examining their CO Power,
CO Super Power, and Tag Power.
o------------------o
| Orange Star CO's |
o------------------o
~~~~~~~~~~
~~~~ Andy ~~~~
~~~~~~~~~~
With no Strengths OR Weaknesses to him, he gets a middle of the road effort
from his troops. Although this means he does not have some weak units to
hold him back, he also misses out on some powered-up units to help him make
a big push against the enemy.
CO Power: Hyper Repair
Effect..: Restores 2 Hit Points to any of his damaged units while all units
experience a +10% Offense and +10% Defense boost.
Super CO Power:
Effect........: Restores a whopping 5 Hit points to damaged units, adds an
extra movement space to all of his units, AND his units
experience a +10% Offense and +30% Defense boost.
Tag Power Ratings: Nell=====> 105%
Sami=====> 105%
Max======> 110%
Eagle====> 115%
Hawke====> 105%
Von Bolt=> 90%
~~~~~~~~~~
~~~~ Sami ~~~~
~~~~~~~~~~
Sami is an Infantry specialist, causing her Infantry and Mech Units to fight
with more effectiveness and they get a x1.5 capturing bonus on properties.
She also gets the added bonus of transport units gaining an extra movement
point. However, her direct combat units (such as Tanks, Planes, and
Copters) are less effective under her leadership.
CO Power: Double Time
Effect..: Infantry and Mechs get A +40% Offense and 10% Defense boost in
addition to an extra movement space. All other units get a +10%
Offense and +10% Defense boost.
Super CO Power: Victory March
Effect........: Infantry and Mechs get A +70% Offense and 10% Defense boost
in addition to 2 extra movement spaces AND they can capture
any property on that turn regardless of their Hit Points.
All other units get a +10% Offense and +10% Defense boost.
Tag Power Ratings: Nell=====> 105%
Andy=====> 105%
Max======> 105%
Sonja====> 110%
Eagle====> 120%
Von Bolt=> 90%
~~~~~~~~~
~~~~ Max ~~~~
~~~~~~~~~
A direct combat specialist, he gains a 20% bonus on direct combat units.
However, his long range weaponry (such as Artillery, Rockets, Missiles,
Battleships, and Carriers) are less effective as their range is reduced by
one.
CO Power: Max Power
Effect..: His direct combat units get +40% Offense and +10% Defense boost
while all other units get +10% Offense and +10% Defense boost.
Super CO Power: Max Blast
Effect........: His direct combat units get +70% Offense and +10% Defense
boost while all other units get +10% Offense and
+10% Defense boost.
Tag Power Ratings: Nell=====> 105%
Andy=====> 110%
Sami=====> 105%
Grit=====> 110%
Von Bolt=> 90%
~~~~~~~~~~
~~~~ Jake ~~~~
~~~~~~~~~~
This young fellow is a raw CO that boasts no weaknesses in his units,
though he also can not fall back on any strengths. However, all of his
units will gain a +10% Offense boost whenever they are positioned on the
Plains.
CO Power: Beat Down
Effect..: Indirect units gain an extra tile of range, on the plains his
units will get a +20% Offense boost, and all units get a base
+10% Offense and +10% Defense boost.
Super CO Power: Block Rock
Effect........: Indirect units gain an extra tile of range, on the plains his
units will get a +40% Offense boost, land vehicles gain 2
movement spaces, and all units get a base +10% Offense and
+10% Defense boost.
Tag Power Ratings: Sasha====> 105%
Jess=====> 110%
Rachel===> 120%
Kindle===> 90%
Von Bolt=> 90%
~~~~~~~~~~~~
~~~~ Rachel ~~~~
~~~~~~~~~~~~
The younger sister of Orange Star's head CO Nell, this spunky up and comer
boasts great enthusiasm. This may be why her units gain an extra Hit Point
of repair ability after each turn, or why she does not suffer from any type
of penalties on Offense or Defense.
CO Power: Lucky Lass
Effect..: In addition to the +10 Offense and +10% Defense boost, Rachel's
troops can deal up to an additional 40% damage.
Super CO Power: Covering Fire
Effect........: In addition to the +10 Offense and +10% Defense boost,
Rachel will launch 3 missiles (just like they were shot from
Silos on a map) that will strike three random targets,
removing 3 Hit Points from enemy units in the area.
Tag Power Ratings: Sasha====> 105%
Jake=====> 120%
Nell=====> 130%
Von Bolt=> 90%
Koal=====> 65%
~~~~~~~~~~
~~~~ Nell ~~~~
~~~~~~~~~~
The "Lady Luck" in the Orange Star army, she can unexpectedly damage an
enemy unit for far more damage (up to 15% extra) than should be possible.
CO Power: Lucky Star
Effect..: Her units get a +10 Offense and +10% Defense boost as well as
increasing the odds of her striking the enemy with extra force by
as much as 60%. LUCKY!
Super CO Power: Lady Luck
Effect........: Her units get a +10 Offense and +10% Defense boost as well
as increasing the odds of her striking the enemy with extra
force by as much as 100%. LUCKY! LUCKY!
Tag Power Ratings: Andy=====> 105%
Max======> 105%
Sami=====> 105%
Rachel===> 130%
Von Bolt=> 90%
~~~~~~~~~~~
~~~~ Hachi ~~~~
~~~~~~~~~~~
This ancient and revered CO does not actively take part in the Story Mode,
but he is a possible participant elsewhere. While his units have average
strength, his units come at 90% cost, meaning he can deploy stronger units
slightly sooner than counterparts and has no penalty assigned for this
advantage.
CO Power: Barter
Effect..: Units can be deployed for 50% cost and his units get a
+10% Offense and +10% Defense boost.
Super CO Power: Merchant Union
Effect........: Units can be deployed for 50% cost and his units get a
+10% Offense and +10% Defense boost. He also can deploy
any bought units on this turn from any City under his
control.
Tag Power Ratings: Sensei===> 100%
Von Bolt=> 90%
o----------------o
| Blue Moon CO's |
o----------------o
~~~~~~~~~~
~~~~ Olaf ~~~~
~~~~~~~~~~
He is the leader of Blue moon's forces who has no Strengths OR Weaknesses to
him, he gets a middle of the road effort from his troops. Although this
means he does not have some weak units to hold him back, he also misses out
on some powered-up units to help him make a big push against the enemy.
Also note that his units will fight better in snow (+20% Offense boost) as
well as no penalty for moving through the white stuff.
CO Power: Blizzard
Effect..: While increasing his units with a +10% Offense and +10% Defense
boost, this will also cause the conditions to change to snow
for the next two turns.
Super CO Power: Winter Fury
Effect........: While increasing his units with a +10% Offense and
+10% Defense boost, this will also cause the conditions to
change to snow for the next two turns. This attack will
also damage all enemy units for 2 Hit Points of damage.
Tag Power Ratings: Colin====> 105%
Grit=====> 115%
Lash=====> 80%
Von Bolt=> 90%
~~~~~~~~~~
~~~~ Grit ~~~~
~~~~~~~~~~
Grit is a laid back fellow, so it stand to reason his strength is long range
attacks. Therefore, his Rockets, Artillery, Missiles, Carriers, and
Battleships all have increased power (+20% Offense boost) and an extra space
of range on their shots while his direct combat units are less powerful
(-20% Offense boost).
CO Power: Snipe Attack
Effect..: Adds an extra range space to each of his long range units in play
as well as adding some extra power (+40% Offense and +10% Defense
boost) to the shots. All other units experience a +10% Offense
and +10% Defense boost.
Super CO Power: Super Snipe
Effect........: Adds two extra range spaces to each of his long range units
in play as well as adding some extra power (+40% Offense and
+10% Defense boost) to the shots. All other units
experience a +10% Offense and +10% Defense boost.
Tag Power Ratings: Colin====> 105%
Max======> 110%
Olaf=====> 115%
Von Bolt=> 90%
~~~~~~~~~~~
~~~~ Colin ~~~~
~~~~~~~~~~~
A young CO that had just been promoted in the previous war, his units lack
the experience to be completely effective (-10% Offense and -10% Defense
boost). However, his cost for units is 20% less than the normal cost,
making him able to get a large quantity of units out in a hurry.
CO Power: Gold Rush
Effect..: When used, your funds will be multiplied by 1.5, which is a
fantastic way to get even more cash to purchase cheap units with.
All units receive a +10 Offense and +10% Defense boost as well.
Super CO Power: Power Of Money
Effect........: Weaponry in all active units will be increased by the war
coffers Colin possesses. The more money he holds in
reserve, the more powered-up the weapons will be. All
units receive a +10 Offense and +10% Defense boost as well.
Tag Power Ratings: Olaf=====> 105%
Grit=====> 105%
Sasha====> 130%
Lash=====> 90%
Von Bolt=> 90%
~~~~~~~~~~~
~~~~ Sasha ~~~~
~~~~~~~~~~~
The sister of Colin, she was not active in any of the previous wars, but she
has decided to join her sibling in tackling Black Hole. Her units are of
average quality, but she boasts such good bookkeeping that she is able to
draw an extra 100 Gold from each of her properties on every turn.
CO Power: Market Crash
Effect..: All units get a +10% Offense and +10% Defense boost in addition to
opposing Co star power meters being reduced by 10% for every 5000
Gold in Sasha's possession.
Super CO Power: War Bonds
Effect........: All units get a +10% Offense and +10% Defense boost in
addition to 50% of all damage dealt will be funded back into
her war coffers (ie a Neotank is worth 22000 Gold, so if she
damages it for 5 Hit Points, she would get
11000/2 = 5500 Gold for that attack).
Tag Power Ratings: Jake=====> 105%
Rachel===> 105%
Grimm====> 105%
Colin====> 130%
Von Bolt=> 90%
o-------------------o
| Yellow Comet CO's |
o-------------------o
~~~~~~~~~~~~
~~~~ Kanbei ~~~~
~~~~~~~~~~~~
The leader of Yellow Comet, he has the best trained troops around, which
means they ALL get 20% effectiveness (Offense and Defense) in battle.
However, to train his troops so well, it costs Kanbei an extra 20% to do so.
CO Power: Morale Boost
Effect..: His units get a +40% Offense and +10% Defense boost.
Super CO Power: Samurai Spirit
Effect........: His units get a +40% Offense and +40% Defense boost while
his counter attacks by his units deal twice the normal
amount until his next turn.
Tag Power Ratings: Sensei===> 105%
Javier===> 110%
Sonja====> 130%
Von Bolt=> 90%
~~~~~~~~~~~~
~~~~ Sensei ~~~~
~~~~~~~~~~~~
An old master of the game of war, he trained Kanbei on how to wage war. He
is an old paratrooper who has especially effective Infantry (+10% Offense
and +10% Defense boost) and Helicopters (+50% Offense and +50% Defense
boost), but his naval units have a -10% Offense and -10% Defense boost. His
transports also boast an extra movement space, meaning he can move his
troops in a hurry.
CO Power: Copter Command
Effect..: B Copter get a +30% Offense and a 10% Defense boost, all other
units get a +10% Offense and +10% Defense boost. All of Sensei's
empty Cities will gain an Infantry each with 9 Hit Points.
Super CO Power: Airbourne Assault
Effect........: B Copter get a +30% Offense and a 10% Defense boost, all
other units get a +10% Offense and +10% Defense boost. All
of Sensei's empty Cities will gain a Mech each with 9 Hit
Points.
Tag Power Ratings: Kanbei===> 105%
Sonja====> 105%
Javier===> 105%
Grimm====> 110%
Von Bolt=> 90%
~~~~~~~~~~~
~~~~ Sonja ~~~~
~~~~~~~~~~~
Daughter to Kanbei, she is a master of intel. Her units fight best in Fog
Of War situations as they see an extra space over opponents, but her units
will be unlucky in scoring extra damage in attacks most of the time, even
losing a damage point they should deal. However, enemies can not tell how
many Hit Points remain on her units, and she is able to ignore 1 star of
enemy terrain defensive advantage (ie Plains count as 0 instead of 1).
CO Power: Enhanced Vision
Effect..: Her units gain an extra vision space in Fog Of War situations and
allows her units to see into the Woods and Reefs without being
right beside them. All units also boast a +10% Offense and +10%
Defense boost as well as getting the enemy defense stars down by
2 (ie City counts as 1 instead of 3).
Super CO Power: Counter Break
Effect........: Her units gain an extra vision space in Fog Of War
situations and allows her units to see into the Woods and
Reefs without being right beside them. All units also
boast a +10% Offense and +10% Defense boost as well as
pushing the enemy defense stars down by 3 (ie Headquarters
counts as 1 instead of 4), and she also strikes first
during any attacks on the next opponent's turn.
Tag Power Ratings: Sensei===> 105%
Lash=====> 105%
Sami=====> 110%
Kanbei===> 130%
Von Bolt=> 90%
~~~~~~~~~~~
~~~~ Grimm ~~~~
~~~~~~~~~~~
This offensively minded meathead focuses so much on attacking that his
attention to the defensive side of war is sorely under developed
(+30% Offense and -20% Defense boost). Also, since he is lax on his
defensive preparedness, his units can get slammed for extra damage by any
CO, not just the ones with the default luck.
CO Power: Knuckleduster
Effect..: Grimm's already offensive minded units will get a +30% Offense
boost and a default +10% Defense boost.
Super CO Power: Haymaker
Effect........: Grimm's units will get a ridiculous +60% Offense boost
(making them a whopping 190%!) and a +10% Defense boost.
Tag Power Ratings: Sasha====> 105%
Javier===> 105%
Sensei===> 110%
Von Bolt=> 90%
o------------------o
| Green Earth CO's |
o------------------o
~~~~~~~~~~~
~~~~ Eagle ~~~~
~~~~~~~~~~~
The wild man in the skies, Eagle gets a +20% Offense boost with his Air
units as well as less fuel consumption (2 units less per day). However,
his naval units are slightly underpowered (-10% boost), so his using a Navy
is not a particularly good idea for the commander in chief of the Green
Earth forces.
CO Power: Lightning Drive
Effect..: All of his units (sans Infantry and Mechs) will get a second turn
to attack, but on the second attack they get the following
bonuses: Air units (-50% Offense and 10% Defense boost), Direct
Land units (-40% Offense and +10% Defense boost), and Indirect
Land units (-35% Offense and +10% Defense boost). Infantry and
Mechs get a more typical +10 Offense and +10% Defense boost for
their one attack with this power.
Super CO Power: Lightning Strike
Effect........: All of his units (sans Infantry and Mechs) will get a second
turn to attack, though all get a +10% Offense and +10%
Defense boost for both rounds of attacks.
Tag Power Ratings: Jess=====> 105%
Drake====> 115%
Andy=====> 115%
Sami=====> 120%
Von Bolt=> 90%
Lash=====> 90%
Hawke====> 70%
~~~~~~~~~~~
~~~~ Drake ~~~~
~~~~~~~~~~~
Master of the seas, Drake has the ability to have a 20% Offense boost with
his seafaring vessels. However, his Air units are of a very poor quality,
taking a -10% Offense boost on those. He is an integral part of Green
Earth's command structure, keeping their seas clear of foes that would do
the country harm.
CO Power: Tsunami
Effect..: This will remove 1 Hit Point from every enemy unit, and remove
half of their total fuel. All of his units will get a +10%
Offense and 10% Defense boost as well.
Super CO Power: Typhoon
Effect........: This will remove 2 Hit Points from every enemy unit, and
remove half of their total fuel. All of his units will get
a +10% Offense and 10% Defense boost in addition to the
weather changing to rain with the possibility of Fog of War
rolling into play for a couple of turns following the storm.
Tag Power Ratings: Jess=====> 105%
Eagle====> 115%
Von Bolt=> 90%
Hawke====> 90%
~~~~~~~~~~
~~~~ Jess ~~~~
~~~~~~~~~~
A vehicle specialist, she is the ground power of the Green Earth army
(+20% Offense boost). However, her Air and Naval forces are slightly weaker
(-10% Offense boost) due to her superior vehicle knowledge.
CO Power: Turbo Charge
Effect..: Vehicles gain one movement space, ammo and fuel are replenished
completely, and a +30% Offense and 10% Defense boost is
experienced. All other units get a +10 Offense and +10% Defense
boost.
Super CO Power: Overdrive
Effect........:Vehicles gain two movement spaces, ammo and fuel are
replenished completely, and a +30% Offense and 10% Defense
boost is experienced. All other units get a +10 Offense and
+10% Defense boost.
Tag Power Ratings: Eagle====> 105%
Drake====> 105%
Javier===> 110%
Jake=====> 110%
Von Bolt=> 90%
Hawke====> 90%
~~~~~~~~~~~~
~~~~ Javier ~~~~
~~~~~~~~~~~~
The newcomer to the Green Earth CO ranks, this honourable knight of the
forest is a big supporter of defense as the way to victory, as he boasts a
+20% Defense boost versus indirect attacks as well as getting +10 Defense
boost from every Tower he controls (to go with the traditional +10 Offense
boost they give to everyone).
CO Power: Tower Shield
Effect..: Gets a +20% Defense boost versus indirect attacks and Tower
bonuses are now doubled. All units get a +10% Offense and +10%
Defense boost.
Super CO Power: Tower of Power
Effect........: Gets a +60% Defense boost versus indirect attacks and Tower
bonuses are now tripled. All units get a +10% Offense and
+10% Defense boost.
Tag Power Ratings: Sensei===> 105%
Grimm====> 105%
Kanbei===> 110%
Jess=====> 110%
Von Bolt=> 90%
o-----------------o
| Black Hole CO's |
o-----------------o
~~~~~~~~~~
~~~~ Flak ~~~~
~~~~~~~~~~
A rather impatient and headstrong CO, he likes to attack, attack, attack.
His attack power can be stronger than the normal amounts (up to +25% Offense
boost), but his poor leadership causes his units to cause less damage than
they could (as much as -10% Offense boost).
CO Power: Brute Force
Effect..: All units get a +10% Offense and +10% Defense boost. All units
will have an increased chance of landing a harsh blow (as much as
+50% Offense boost), but their also is a chance of dealing less
damage (-20% Offense boost).
Super CO Power: Barbaric Blow
Effect........: All units get a +10% Offense and +10% Defense boost. All
units will have an increased chance of landing a harsh blow
(as much as +90% Offense boost), but their also is a chance
of dealing less damage (-30% Offense boost).
Tag Power Ratings: Adder=> 105%
Lash==> 110%
~~~~~~~~~~~
~~~~ Adder ~~~~
~~~~~~~~~~~
Very self-absorbed, Adder thinks himself truly great. He tends to make good
decisions, and he has no strength or weaknesses. He also stores up his CO
Power faster than any other CO, even Koal.
CO Power: Sideslip
Effect..: His units gain an extra movement space and all get a +10% Offense
and +10% Defense boost.
Super CO Power: Sidewinder
Effect........: His units gain two extra movement spaces and all get a +10%
Offense and +10% Defense boost.
Tag Power Ratings: Flak=> 105%
Koal=> 110%
~~~~~~~~~~
~~~~ Lash ~~~~
~~~~~~~~~~
The brilliant mind behind many of the Black Hole installations, she is an
average CO with no strengths or no weaknesses. However, every defensive
star that exists on a square that a unit attacks from, they get a +5%
Offense boost (ie from a city, it is a +15% Offense boost).
CO Power: Terrain Tactics
Effect..: All units get a +10% Offense and +10% Defense boost. All terrain
movement costs drop to 1, essentially making all spaces like
roads.
Super CO Power: Prime Tactics
Effect........: All units get a +10% Offense and +10% Defense boost. All
terrain movement costs drop to 1, essentially making all
spaces like roads. All defensive ratings are doubled
(ie City becomes 6 instead of 3).
Tag Power Ratings: Sonja====> 105%
Flak=====> 110%
Hawke====> 110%
Von Bolt=> 90%
Colin====> 90%
Eagle====> 90%
Olaf=====> 80%
~~~~~~~~~~~
~~~~ Hawke ~~~~
~~~~~~~~~~~
The former top CO under Sturm, he is now working with the Omega Land Black
Hole CO's, despite the apparent lack of respect they have for him. His
units have a +10% Offense boost, but his CO Powers take the longest of any
CO to build up.
CO Power: Black Wave
Effect..: All of his damaged units gain one Hit Point while enemy units lose
one Hit Point (will not kill a one Hit Point unit). All units get
a +10% Offense and +10% Defense boost.
Super CO Power: Black Storm
Effect........: All of his damaged units gain two Hit Points while enemy
units lose two Hit Points (will not kill a two Hit Points
unit). All units get a +10% Offense and +10% Defense boost.
Tag Power Ratings: Andy=====> 105%
Lash=====> 110%
Von Bolt=> 90%
Drake====> 90%
Jess=====> 90%
Kindle===> 80%
Eagle====> 70%
~~~~~~~~~~
~~~~ Koal ~~~~
~~~~~~~~~~
This strange one bears some similarities to one Black Hole CO Adder, as both
are average in their units, and both have very short star bars to fill for
their Co Power/Super CO Powers. However, he also possesses a +10% Offense
boost on roads, making his forces kings of the paved pathways.
CO Power: Forced March
Effect..: His units gain an extra movement space and all get a +10% Offense
and +10% Defense boost. They also get a +20% Offense boost when
attacking on Roads.
Super CO Power: Trail Of Woe
Effect........: His units gain two extra movement spaces and all get a +10%
Offense and +10% Defense boost. They also get a +20%
Offense boost when attacking on Roads.
Tag Power Ratings: Kindle=> 105%
Adder==> 110%
Jugger=> 110%
Rachel=> 65%
~~~~~~~~~~~~
~~~~ Jugger ~~~~
~~~~~~~~~~~~
This computerized creation has an unknown origin, and he is a lot like the
big ape Flak. His units have no strengths or weaknesses (average rules the
day), and he has a potential for greater damage dealt (+30% Offense boost)
and for lesser damage than normal being dealt (-15% Offense boost).
CO Power: Overclock
Effect..: All units get a +10% Offense and +10% Defense boost. All units
will have an increased chance of landing a harsh blow (as much as
+55% Offense boost), but their also is a chance of dealing less
damage (-25% Offense boost).
Super CO Power: System Crash
Effect........: All units get a +10% Offense and +10% Defense boost. All
units will have an increased chance of landing a harsh blow
(as much as +95% Offense boost), but their also is a chance
of dealing less damage (-45% Offense boost).
Tag Power Ratings: Kindle=> 105%
Koal===> 110%
~~~~~~~~~~~~
~~~~ Kindle ~~~~
~~~~~~~~~~~~
The leader of the Bolt Guard, she is the new second in command of the Black
Hole forces, thinking little of the old Black Hole CO's. She has average
units for abilities, but they get a bonus of +40% Offense boost whenever
they are residing upon any property (ie Cities, Headquarters, etc.).
CO Power: Urban Blight
Effect..: Any opposing forces that are residing on a property will receive
3 Hit Points worth of damage and her units will deal more damage
from properties (+80% Offense boost). All units get a +10%
Offense and +10% Defense boost.
Super CO Power: High Society
Effect........: Kindle's units will deal more damage from properties
(+130% Offense boost), and All units get a +10% Offense and
+10% Defense boost. Her units will also get +3% Offense
boost for every property that she possesses.
Tag Power Ratings: Jugger=> 105%
Koal===> 105%
Jake===> 90%
Hawke==> 80%
~~~~~~~~~~~~~~
~~~~ Von Bolt ~~~~
~~~~~~~~~~~~~~
The new leader of the Black Hole forces, he also is behind the odd
circumstances of many of the battlefields. His units draw a +10 Offense
boost and +10% Defense boost, so they are always fighting fit and looking to
lay a hurt on opposing forces.
CO Power: None.
Effect..: He focuses so much on Super CO Power, he does not have one.
Super CO Power: Ex Machina
Effect........: A bolt of electricity will smash into troops in a focused
area (same size as a Black Bomb's detonation area) to remove
3 Hit Points, and it has the secondary effect of rendering
all units in the blast radius immobile for one full turn.
Tag Power Ratings: Orange Star CO's==> 90%
Blue Moon CO's====> 90%
Yellow Comet CO's=> 90%
Green Earth CO's==> 90%
----------------------------------------------------------------------------
-------------------------------Special Skills-------------------------------
----------------------------------------------------------------------------
6) This section will examine the various skills that can be applied to a CO
as they get promoted to higher levels.
o----------o
| Level 01 |
o----------o
Bruiser.....: Direct Fire attack (+5% Offense boost)
Sharpshooter: Indirect Fire attack (+5% Offense boost)
Slam Guard..: Direct Fire defense (+8% Defense boost)
Snipe Guard.: Indirect Fire defense (+8% Defense boost)
Combat Pay..: Damage foes to earn cash (2% of damage dealt becomes cash)
Luck........: Random higher damage (+10% Offense boost)
o----------o
| Level 02 |
o----------o
APC Guard..: APC defense (+10% Defense boost)
Tower Power: Com Tower Effect increased (+5% Offense boost per tower)
Sneaky....: Dive/Hide fuel cost is 1 less
o----------o
| Level 03 |
o----------o
Teamwork..: Tag CO's Attack increased (+5% Offense boost)
Scout.....: Increased Vision of 1 space
Mechanic..: Increased Base Repair of 1 Hit Point
Invader...: Increased capture rate of 1
Sale Price: Lessens Production Cost by 5%
o----------o
| Level 04 |
o----------o
Road Rage....: Increased Road attack (+10% Offense boost)
Ranger.......: Increased Woods attack (+10% Offense boost)
Urban Fighter: Increased Property attack (+10% Offense boost)
Mountaineer..: Increased Mountain attack (+10% Offense boost)
Seamanship...: Increased Sea attack (+10% Offense boost)
Backstab.....: Increased Dive/Stealth attack (+15% Offense boost)
o----------o
| Level 05 |
o----------o
APC Boost....: Increased APC Movement by 1 space
Missile Guard: Decreases Missile damage by 1 Hit Point
Cannon Guard : Decreases Cannon damage by 2 Hit Points
Star Power...: Increases Star Meter build
o----------o
| Level 06 |
o----------o
Bodyguard : Tag CO's Defense increased (+10% Defense boost)
Prairie Dog: Plain movement is 1 for all units
Pathfinder.: Woods movement is 1 for all units
Stealthy...: Lessens Dive/Stealth fuel usage by 2
Gold Rush..: +100 Gold from each money producing property
o----------o
| Level 07 |
o----------o
High And Dry.: Increased attack in Rain (+20% Offense boost)
Icebreaker...: Increased attack in Show (+20% Offense boost)
Sand Scorpion: Increased attack in Sandstorm (+20% Offense boost)
o----------o
| Level 08 |
o----------o
Brawler.....: Direct Fire attack (+8% Offense boost)
Sniper......: Indirect Fire attack (+8% Offense boost)
Slam Shield : Direct Fire defense (+12% Defense boost)
Snipe Shield: Indirect Fire defense (+12 Defense boost)
o----------o
| Level 09 |
o----------o
Synergy..: Tag CO's attack increased (+8% Offense boost)
Fire Sale: Lessens Production Cost by 8%
o------------o
| Level Star |
o------------o
Eagle Eye....: Increased Vision of 2 spaces
Gear Head....: Increased Base Repair of 2 Hit Points
Conquerer....: Increased capture rate of 2
Mistwalker...: When an enemy has Super CO Power, your units attack first
Soul Of Hachi: Able to deploy units from Cities with active Super CO Power
o--------------o
| Rules Of Use |
o--------------o
-As a CO gets promoted to new levels, each new Level will be unlocked for
potential use.
-With each promotion for the first three levels, another Skill may be
selected for use (up to a max of 4).
-If two Skills that affect the same thing are selected, then the Skill
values will actually stack, giving the value of both.
-The Star Level if Skills are only available after the campaign is finished.
----------------------------------------------------------------------------
--------------------------Black Hole Installations--------------------------
----------------------------------------------------------------------------
7) This section will look at how each special installation of the Black Hole
Army works, and how to deal with them.
o--------o
| Cannon |
o--------o
Description: A Giant Cannon that covers a massive area with it's destruction
(one direction only).
Power......: Removes up to 5 Hit Points, but it can not finish off an unit.
Also, the number of turns it takes to power a shot is
determined per area.
Weakness...: The doors on the front of these installations can be attacked.
After a total of at least 100% damage has been dealt, the
Cannon will meltdown.
o----------o
| Fortress |
o----------o
Description: A large building that helps the Black Hole maintain their hold
on an area.
Power......: Does not attack, but it can not be directly damaged either.
Weakness...: None since it can not be destroyed.
o-------------o
| Mini-Cannon |
o-------------o
Description: A smaller version of the Cannon, it's range is considerably
less, but it still packs a nasty punch (one direction only).
Power......: Removes up to 3 Hit Points, but it can not finish off an unit.
Also, the number of turns it takes to power a shot is
determined per area.
Weakness...: After a total of at least 100% damage has been dealt, the
Mini-Cannon will meltdown.
o----------o
| Pipeline |
o----------o
Description: These will snake through a map, often channeling troops through
certain areas. Some sections can be destroyed.
Power......: They work as walls, not even allowing air units to pass over
them.
Weakness...: Anywhere a pipe seam can be attacked, at least 100% damage is
required to break through.
----------------------------------------------------------------------------
---------------------------------Final Word---------------------------------
----------------------------------------------------------------------------
8) As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2007. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
briansulpher@hotmail.com. You can also contact me through MSN messenger
through the same E-mail address.
Great game! Simply no other way to put it, and I hope this FAQ helped
some people out with their troubles! Do keep in mind that these
strategies are rather general in the whole, and even the specific
strategies can be struck void by an enemy CO acting outside their regular
behaviours.
Credit to Xenesis Xenon and his CO FAQ on GameFAQs, as it helped me with
some of the specific % boosts for some CO's.
Thanks to all readers who send in suggestions, as without input I am
often unable t further improve my FAQ, which does not help anyone. I
always accept new material (as stated before), just be polite, clear, and
concise when you send in a strategy and I will evaluate it to see if it
should go in the FAQ or not.